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engines/watchmaker/3d/t3d_body.h
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108
engines/watchmaker/3d/t3d_body.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_T3D_BODY_H
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#define WATCHMAKER_T3D_BODY_H
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#include "watchmaker/types.h"
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#include "watchmaker/t3d.h"
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#include "watchmaker/3d/t3d_mesh.h"
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namespace Watchmaker {
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struct t3dBODY {
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Common::String name; // room name
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uint32 NumMeshes() {
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return MeshTable.size();
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}; // num meshes
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uint32 NumCameras() const {
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return CameraTable.size(); // num cameras
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}
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uint16 NumPaths() const {
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return CameraPath.size(); // num camera paths
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}
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uint32 NumLights() const {
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return LightTable.size(); // num lights
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}
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uint16 NumPanels[T3D_MAX_LEVELS] = {}; // num panels per level
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uint16 NumNormals = 0; // num face normals
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uint16 NumVerticesNormals = 0; // num vertex normals
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uint16 NumPosLights() const {
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return PosLightTable.size();
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}; // num positional lights
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uint16 NumLevels = 0; // num panel levels
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uint16 CurLevel = 0; // current level
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uint32 NumTotVerts = 0; // total number of verts in room
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t3dV3F AmbientLight; // room ambient color
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Common::Array<t3dMESH> MeshTable; // meshes list
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MaterialTable MatTable; // materials list
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uint32 NumMaterials() const {
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return MatTable.size(); // num materials
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}
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MaterialTable LightmapTable; // lightmap material list
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uint32 NumLightmaps = 0; // num lightmap materials
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MaterialTable MirrorMatTable; // material list (for mirrors)
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uint32 NumMirrorMaterials() const {
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return MirrorMatTable.size();
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}; // num materials (for mirror)
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private:
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Common::Array<Common::SharedPtr<VertexBuffer>> VBTable; // metrial vertex buffers list
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public:
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Common::SharedPtr<VertexBuffer> addVertexBuffer() {
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VBTable.push_back(Common::SharedPtr<VertexBuffer>(new VertexBuffer()));
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return VBTable.back();
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}
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void clearVBTable() {
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for (uint i = 0; i < VBTable.size(); i++) {
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rDeleteVertexBuffer(*VBTable[i]);
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}
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VBTable.clear();
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}
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uint32 NumVB() {
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return VBTable.size();
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}; // num vertex buffer
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public:
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Common::Array<t3dCAMERA> CameraTable; // camera list
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Common::Array<t3dLIGHT> LightTable; // light list
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Common::Array<t3dPLIGHT> PosLightTable; // positional light list
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NormalList NList; // normal list
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t3dCAMERAGRID CameraGrid; // camera grid
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Common::Array<t3dCAMERAPATH> CameraPath; // camer paths list
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t3dPAN *Panel[T3D_MAX_LEVELS] = {}; // room panels for level
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t3dF32 PanelHeight[T3D_MAX_LEVELS] = {}; // panel height for levels
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Common::SharedPtr<t3dVolLights> VolumetricLights; // volumetric lights
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t3dMESH *BlockMeshes[T3D_MAX_BLOCK_MESHES] = {}; // block mesh (for external rooms)
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t3dV3F MinPos; // min room position
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private:
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void allocateNormals();
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void initNormals(Common::SeekableReadStream &stream);
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public:
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t3dCAMERA *PickCamera(uint8 in);
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Common::Array<t3dPLIGHT> getPositionalLight(uint8 pos);
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t3dBODY *loadFromStream(WGame &game, const Common::String &pname, Common::SeekableReadStream &stream, uint32 LoaderFlags);
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void populatePortalLists();
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};
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} // End of namespace Watchmaker
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#endif // WATCHMAKER_T3D_BODY_H
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