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engines/watchmaker/3d/loader.h
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96
engines/watchmaker/3d/loader.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 WATCHMAKER_LOADER_H
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#define WATCHMAKER_LOADER_H
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#include "watchmaker/t3d.h"
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#include "watchmaker/types.h"
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#include "watchmaker/work_dirs.h"
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namespace Watchmaker {
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#define SCALEFACTOR 1.0f//(1.0f/7.0f)
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#define MAX_MIRRORS 10
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#define T3D_GENERATESHADOWMAPS (1<<0) //Generate shadow maps
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#define T3D_NOLIGHTMAPS (1<<1) //view without lightmaps
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#define T3D_NORECURSION (1<<2) //do not recurse sub-rooms mirrors, reflections
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#define T3D_HALFTEXTURESIZE (1<<3) //Half the texture dimension when load .t3d texture
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#define T3D_FULLSCREEN (1<<4) //run in fullscreen
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#define T3D_FASTRENDERING (1<<5) //render shadow/light maps with minimum dimension
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#define T3D_OUTDOORLIGHTS (1<<6) //load .oli files for outdoor lights informations
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#define T3D_NOVOLUMETRICLIGHTS (1<<7) //do not load .vol file
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#define T3D_NOBOUNDS (1<<8) //do not load .vol file
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#define T3D_NOCAMERAS (1<<9) //do not load .vol file
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#define T3D_NONEXCLUSIVEMOUSE (1<<10) // mouse is not in exclusive mode
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#define T3D_RECURSIONLEVEL1 (1<<12) // one recursion level only
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#define T3D_SKY (1<<13) // if the sky is visible
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#define T3D_PRELOAD_RXT (1<<14) // preload extern
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#define T3D_STATIC_SET0 (1<<15) // static loaded elements
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#define T3D_STATIC_SET1 (1<<16) // static loaded elements
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#define T3D_NOSHADOWS (1<<17) // do not calc shadows
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#define T3D_NOICONS (1<<18) // do not load icons
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#define T3D_NOSOUND (1<<19) // do not use sound system
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#define T3D_PRELOADBASE (1<<20) // preload basic elements
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#define T3D_NOMUSIC (1<<21) // do not use music system
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#define T3D_DEBUGMODE (1<<22) // debug mode
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#define T3D_FASTFILE (1<<23) // fastfile
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#define T3D_HIPOLYPLAYERS (1<<24) // hipoly players (darrell e victoria hipoly)
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#define T3D_HIPOLYCHARACTERS (1<<25) // hipoly characters (gli abitanti del castello hipoly)
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// TODO: Unglobalize
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extern t3dV3F CharCorrection;
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extern t3dF32 CurFloorY;
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extern int32 t3dCurTime, t3dCurOliSet;
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struct RecStruct {
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Common::String name;
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t3dBODY *b = nullptr;
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uint32 Flags = 0;
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};
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void t3dOptimizeMaterialList(t3dBODY *b);
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void t3dFinalizeMaterialList(t3dBODY *b);
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void t3dPrecalcLight(t3dBODY *b, unsigned char *sun);
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void t3dLoadSky(WGame &game, t3dBODY *b);
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Common::String constructPath(const Common::String &prefix, const Common::String &filename, const char *suffix = nullptr);
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class RoomManager {
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public:
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virtual ~RoomManager() {}
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virtual void addToLoadList(t3dMESH *m, const Common::String &pname, uint32 LoaderFlags) = 0;
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virtual t3dBODY* loadRoom(const Common::String &pname, t3dBODY *b, uint16 *NumBody, uint32 LoaderFlags) = 0;
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static RoomManager *create(WGame *game);
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virtual t3dBODY *getRoomIfLoaded(const Common::String &roomname) = 0;
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virtual t3dMESH *linkMeshToStr(Init &init, const Common::String &str) = 0;
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virtual void hideRoomMeshesMatching(const Common::String &pname) = 0;
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virtual void releaseBody(const Common::String &name, const Common::String &altName) = 0;
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virtual void releaseLoadedFiles(uint32 exceptFlag) = 0;
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virtual t3dBODY *checkIfAlreadyLoaded(const Common::String &Name) = 0;
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virtual Common::Array<t3dBODY*> getLoadedFiles() = 0;
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};
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} // End of namespace Watchmaker
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#endif // WATCHMAKER_LOADER_H
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