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engines/hpl1/engine/graphics/Renderer2D.h
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145
engines/hpl1/engine/graphics/Renderer2D.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_RENDERER2D_H
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#define HPL_RENDERER2D_H
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#include "common/list.h"
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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#include "hpl1/engine/graphics/Material.h"
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#include "hpl1/engine/graphics/Mesh2d.h"
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/scene/Light2D.h"
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#include "hpl1/std/multiset.h"
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#include "hpl1/std/set.h"
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namespace hpl {
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#define MAX_SHADOW_POINTS (100)
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#define MAX_ONSCREEN_SHADOWCASTERS (100)
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class cScene;
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class cResources;
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class iLowLevelGraphics;
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class LowLevelResources;
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class cRenderObject2D;
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class cGraphicsDrawer;
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class cCamera2D;
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class cGridMap2D;
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class iTexture;
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// For Normal obejcts:
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class cRenderObject2DCompare {
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public:
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bool operator()(const cRenderObject2D &aObjectA, const cRenderObject2D &aObjectB) const;
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};
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// For transparent objects
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class cRenderTransObjectCompare {
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public:
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bool operator()(const cRenderObject2D &aObjectA, const cRenderObject2D &aObjectB) const;
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};
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typedef Hpl1::Std::multiset<cRenderObject2D, cRenderObject2DCompare> tRenderObjectSet;
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typedef tRenderObjectSet::iterator tRenderObjectSetIt;
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typedef Hpl1::Std::multiset<cRenderObject2D, cRenderTransObjectCompare> tRenderTransObjectSet;
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typedef tRenderTransObjectSet::iterator tRenderTransObjectSetIt;
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typedef Common::List<cRenderObject2D> tRenderObjectList;
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typedef tRenderObjectList::iterator tRenderObjectListIt;
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class cResources;
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class cWorld2D;
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class cRenderer2D {
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public:
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cRenderer2D(iLowLevelGraphics *apLowLevelGraphics, cResources *apResources, cGraphicsDrawer *apGraphicsDrawer);
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~cRenderer2D();
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void RenderObjects(cCamera2D *apCamera, cGridMap2D *apMapLights, cWorld2D *apWorld);
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void AddObject(cRenderObject2D &aObject);
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void SetShadowZ(float afZ) { mfShadowZ = afZ; }
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float GetShadowZ() { return mfShadowZ; }
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void SetAmbientLight(cColor aCol) { mAmbientLight = aCol; }
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cColor GetAmbientLight() { return mAmbientLight; }
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iTexture *GetLightMap(int alNum) {
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if (alNum < 0 || alNum > 1)
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return NULL;
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return mpLightMap[alNum];
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}
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private:
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iLowLevelGraphics *mpLowLevelGraphics;
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LowLevelResources *mpLowLevelResources;
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cResources *mpResources;
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cGraphicsDrawer *mpGraphicsDrawer;
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tRenderObjectSet m_mapObject;
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tRenderTransObjectSet m_mapTransObject;
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/////// LIGHTING ///////////////////////
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iTexture *mpLightMap[2];
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cColor mAmbientLight;
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cRect2f mPrevLightRect;
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int mvShadowPoints[MAX_SHADOW_POINTS][2];
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int mlShadowPointSize;
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float mfShadowZ;
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tLightList mlstLights;
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tLightList mlstFastLights;
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//////// RENDERING ///////////////////////
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void ClearShadows();
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bool RenderShadows(cCamera2D *apCamera, iLight2D *pLight, cWorld2D *apWorld);
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inline void RenderObject(const cRenderObject2D &aObject, unsigned int &aIdxAdd, iMaterial *pMat,
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iLight2D *pLight, eMaterialRenderType aRenderType, cCamera2D *apCam);
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/////// LIGHTING ///////////////////////
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inline cVector2f CalcLineEnd(cVector3f avLight, cVector3f avPoint, float afRadius,
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cVector2f &avSide, cVector2f avClipPos);
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inline void FindShadowPoints(tMesh2DEdgeVec *apEdgeVec, cVector2f avLightPos, cVector2f avTilePos);
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inline int CreateVertexes(cVector2f vLightPos, cRect2f LightRect, float fRadius, bool bNonFit,
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cVector2f vTilePos, tVertexVec *apVtxVec, cColor ShadowColor, int lFirstIndex, float fSourceSize);
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inline bool ClipPoints(cVector3f *avPoint, cRect2f aRect, cVector2f avPos, float afSize);
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};
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} // namespace hpl
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#endif // HPL_RENDERER2D_H
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