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102
engines/tetraedge/game/characters_shadow.cpp
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102
engines/tetraedge/game/characters_shadow.cpp
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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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#include "tetraedge/tetraedge.h"
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#include "tetraedge/game/character.h"
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#include "tetraedge/game/characters_shadow.h"
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#include "tetraedge/game/characters_shadow_opengl.h"
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#include "tetraedge/game/characters_shadow_tinygl.h"
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#include "tetraedge/te/te_light.h"
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#include "tetraedge/te/te_renderer.h"
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#include "tetraedge/te/te_3d_texture.h"
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namespace Tetraedge {
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/*static*/
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Te3DObject2 *CharactersShadow::_camTarget = nullptr;
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CharactersShadow::CharactersShadow() : _glTex(0), _texSize(0) {
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}
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void CharactersShadow::create(InGameScene *scene) {
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_texSize = 720;
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_camTarget = new Te3DObject2();
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TeRenderer *renderer = g_engine->getRenderer();
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renderer->enableTexture();
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_camera = new TeCamera();
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_camera->setProjMatrixType(2);
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_camera->setAspectRatio(1.0);
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_camera->setName("_shadowCam");
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_camera->viewport(0, 0, _texSize, _texSize);
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createInternal();
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renderer->disableTexture();
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}
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void CharactersShadow::createTexture(InGameScene *scene) {
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TeRenderer *renderer = g_engine->getRenderer();
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renderer->enableTexture();
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TeLight *light = scene->shadowLight();
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if (light) {
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const TeQuaternion q1 = TeQuaternion::fromAxisAndAngle(TeVector3f32(0, 1, 0), light->positionRadial().getX() - M_PI_2);
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const TeQuaternion q2 = TeQuaternion::fromAxisAndAngle(TeVector3f32(1, 0, 0), light->positionRadial().getY());
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_camera->setRotation(q2 * q1);
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_camera->setPosition(light->position3d());
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}
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_camera->setFov((float)(scene->shadowFov() * M_PI / 180.0));
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_camera->setOrthoPlanes(scene->shadowNearPlane(), scene->shadowFarPlane());
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_camera->apply();
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createTextureInternal(scene);
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TeCamera::restore();
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TeCamera::restore();
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}
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void CharactersShadow::destroy() {
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deleteTexture();
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if (_camera)
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_camera = nullptr;
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if (_camTarget) {
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delete _camTarget;
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_camTarget = nullptr;
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}
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}
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/*static*/
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CharactersShadow *CharactersShadow::makeInstance() {
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Graphics::RendererType r = g_engine->preferredRendererType();
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#if defined(USE_OPENGL_GAME)
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if (r == Graphics::kRendererTypeOpenGL)
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return new CharactersShadowOpenGL();
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#endif
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#if defined(USE_TINYGL)
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if (r == Graphics::kRendererTypeTinyGL)
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return new CharactersShadowTinyGL();
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#endif
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error("Couldn't create CharactersShadow for selected renderer");
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}
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} // end namespace Tetraedge
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