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engines/stark/gfx/tinyglactor.h
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101
engines/stark/gfx/tinyglactor.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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#ifndef STARK_GFX_TINYGL_ACTOR_H
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#define STARK_GFX_TINYGL_ACTOR_H
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#include "engines/stark/gfx/renderentry.h"
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#include "engines/stark/visual/actor.h"
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#include "engines/stark/gfx/tinygl.h"
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#include "graphics/tinygl/tinygl.h"
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#include "common/hashmap.h"
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#include "common/hash-ptr.h"
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namespace Stark {
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namespace Gfx {
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class TinyGLDriver;
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struct _ActorVertex {
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float pos1x;
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float pos1y;
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float pos1z;
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float pos2x;
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float pos2y;
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float pos2z;
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uint32 bone1;
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uint32 bone2;
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float boneWeight;
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float normalx;
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float normaly;
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float normalz;
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float texS;
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float texT;
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float x;
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float y;
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float z;
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float nx;
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float ny;
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float nz;
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float sx;
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float sy;
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float sz;
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float r;
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float g;
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float b;
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};
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typedef _ActorVertex ActorVertex;
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class TinyGLActorRenderer : public VisualActor {
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public:
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TinyGLActorRenderer(TinyGLDriver *gfx);
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virtual ~TinyGLActorRenderer();
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void render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) override;
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protected:
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typedef Common::HashMap<Face *, uint32 *> FaceBufferMap;
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TinyGLDriver *_gfx;
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ActorVertex *_faceVBO;
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FaceBufferMap _faceEBO;
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void clearVertices();
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void uploadVertices();
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ActorVertex *createModelVBO(const Model *model);
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uint32 *createFaceEBO(const Face *face);
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void setLightArrayUniform(const LightEntryArray &lights);
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Math::Vector3d getShadowLightDirection(const LightEntryArray &lights, const Math::Vector3d &actorPosition, Math::Matrix3 worldToModelRot);
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bool getPointLightContribution(LightEntry *light, const Math::Vector3d &actorPosition,
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Math::Vector3d &direction, float weight = 1.0f);
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bool getDirectionalLightContribution(LightEntry *light, Math::Vector3d &direction);
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bool getSpotLightContribution(LightEntry *light, const Math::Vector3d &actorPosition, Math::Vector3d &direction);
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};
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} // End of namespace Gfx
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} // End of namespace Stark
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#endif // STARK_GFX_TINYGL_ACTOR_H
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