/* 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_RENDERER2D_H #define HPL_RENDERER2D_H #include "common/list.h" #include "hpl1/engine/graphics/GraphicsTypes.h" #include "hpl1/engine/graphics/Material.h" #include "hpl1/engine/graphics/Mesh2d.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/scene/Light2D.h" #include "hpl1/std/multiset.h" #include "hpl1/std/set.h" namespace hpl { #define MAX_SHADOW_POINTS (100) #define MAX_ONSCREEN_SHADOWCASTERS (100) class cScene; class cResources; class iLowLevelGraphics; class LowLevelResources; class cRenderObject2D; class cGraphicsDrawer; class cCamera2D; class cGridMap2D; class iTexture; // For Normal obejcts: class cRenderObject2DCompare { public: bool operator()(const cRenderObject2D &aObjectA, const cRenderObject2D &aObjectB) const; }; // For transparent objects class cRenderTransObjectCompare { public: bool operator()(const cRenderObject2D &aObjectA, const cRenderObject2D &aObjectB) const; }; typedef Hpl1::Std::multiset tRenderObjectSet; typedef tRenderObjectSet::iterator tRenderObjectSetIt; typedef Hpl1::Std::multiset tRenderTransObjectSet; typedef tRenderTransObjectSet::iterator tRenderTransObjectSetIt; typedef Common::List tRenderObjectList; typedef tRenderObjectList::iterator tRenderObjectListIt; class cResources; class cWorld2D; class cRenderer2D { public: cRenderer2D(iLowLevelGraphics *apLowLevelGraphics, cResources *apResources, cGraphicsDrawer *apGraphicsDrawer); ~cRenderer2D(); void RenderObjects(cCamera2D *apCamera, cGridMap2D *apMapLights, cWorld2D *apWorld); void AddObject(cRenderObject2D &aObject); void SetShadowZ(float afZ) { mfShadowZ = afZ; } float GetShadowZ() { return mfShadowZ; } void SetAmbientLight(cColor aCol) { mAmbientLight = aCol; } cColor GetAmbientLight() { return mAmbientLight; } iTexture *GetLightMap(int alNum) { if (alNum < 0 || alNum > 1) return NULL; return mpLightMap[alNum]; } private: iLowLevelGraphics *mpLowLevelGraphics; LowLevelResources *mpLowLevelResources; cResources *mpResources; cGraphicsDrawer *mpGraphicsDrawer; tRenderObjectSet m_mapObject; tRenderTransObjectSet m_mapTransObject; /////// LIGHTING /////////////////////// iTexture *mpLightMap[2]; cColor mAmbientLight; cRect2f mPrevLightRect; int mvShadowPoints[MAX_SHADOW_POINTS][2]; int mlShadowPointSize; float mfShadowZ; tLightList mlstLights; tLightList mlstFastLights; //////// RENDERING /////////////////////// void ClearShadows(); bool RenderShadows(cCamera2D *apCamera, iLight2D *pLight, cWorld2D *apWorld); inline void RenderObject(const cRenderObject2D &aObject, unsigned int &aIdxAdd, iMaterial *pMat, iLight2D *pLight, eMaterialRenderType aRenderType, cCamera2D *apCam); /////// LIGHTING /////////////////////// inline cVector2f CalcLineEnd(cVector3f avLight, cVector3f avPoint, float afRadius, cVector2f &avSide, cVector2f avClipPos); inline void FindShadowPoints(tMesh2DEdgeVec *apEdgeVec, cVector2f avLightPos, cVector2f avTilePos); inline int CreateVertexes(cVector2f vLightPos, cRect2f LightRect, float fRadius, bool bNonFit, cVector2f vTilePos, tVertexVec *apVtxVec, cColor ShadowColor, int lFirstIndex, float fSourceSize); inline bool ClipPoints(cVector3f *avPoint, cRect2f aRect, cVector2f avPos, float afSize); }; } // namespace hpl #endif // HPL_RENDERER2D_H