/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_RENDERABLE_H #define HPL_RENDERABLE_H #include "hpl1/engine/graphics/GraphicsTypes.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/scene/Entity3D.h" #include "hpl1/engine/system/SystemTypes.h" namespace hpl { class iMaterial; class iVertexBuffer; class cBoundingVolume; class cFrustum; class iLight3D; class cCamera3D; class cRenderList; class iRenderable; enum eRenderableType { eRenderableType_Normal, eRenderableType_ParticleSystem, eRenderableType_Mesh, eRenderableType_Light, eRenderableType_Dummy, eRenderableType_LastEnum }; //------------------------------------------ kSaveData_ChildClass(iEntity3D, iRenderable) { kSerializableClassInit(cSaveData_iRenderable) public : bool mbStatic; bool mbRendered; float mfZ; }; //------------------------------------------ class iRenderable : public iEntity3D { typedef iEntity3D super; public: iRenderable(const tString &asName); bool IsRendered() { return mbRendered; } virtual void SetRendered(bool abX) { mbRendered = abX; } virtual iMaterial *GetMaterial() = 0; virtual iVertexBuffer *GetVertexBuffer() = 0; virtual bool IsShadowCaster() = 0; virtual bool CollidesWithBV(cBoundingVolume *apBV); virtual bool CollidesWithFrustum(cFrustum *apFrustum); virtual cMatrixf *GetModelMatrix(cCamera3D *apCamera) = 0; virtual eRenderableType GetRenderType() = 0; virtual void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList) {} /** * Should return a different number each time the renderable model matrix is updated. never -1 * \return */ virtual int GetMatrixUpdateCount() = 0; float GetZ() { return mfZ; } void SetZ(float afZ) { mfZ = afZ; } cMatrixf *GetInvModelMatrix(); inline void SetPrevMatrix(const cMatrixf &a_mtxPrev) { m_mtxPrevious = a_mtxPrev; } inline cMatrixf &GetPrevMatrix() { return m_mtxPrevious; } const cVector3f &GetCalcScale(); void SetStatic(bool abX) { mbStatic = abX; } bool IsStatic() const { return mbStatic; } inline int GetRenderCount() const { return mlRenderCount; } inline void SetRenderCount(const int alCount) { mlRenderCount = alCount; } inline int GetPrevRenderCount() const { return mlPrevRenderCount; } inline void SetPrevRenderCount(const int alCount) { mlPrevRenderCount = alCount; } void SetForceShadow(bool abX) { mbForceShadow = abX; } bool GetForceShadow() { return mbForceShadow; } bool GetIsOneSided() { return mbIsOneSided; } const cVector3f &GetOneSidedNormal() { return mvOneSidedNormal; } // SaveObject implementation virtual iSaveData *CreateSaveData(); virtual void SaveToSaveData(iSaveData *apSaveData); virtual void LoadFromSaveData(iSaveData *apSaveData); virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame); protected: cMatrixf m_mtxInvModel; cMatrixf m_mtxPrevious; bool mbIsOneSided; cVector3f mvOneSidedNormal; int mlLastMatrixCount; bool mbStatic; bool mbForceShadow; int mlRenderCount; int mlPrevRenderCount; int mlCalcScaleMatrixCount; cVector3f mvCalcScale; bool mbRendered; float mfZ; }; } // namespace hpl #endif // HPL_RENDERABLE_H