/* 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 . * */ #ifndef STARK_GFX_OPENGL_S_ACTOR_H #define STARK_GFX_OPENGL_S_ACTOR_H #include "engines/stark/gfx/renderentry.h" #include "engines/stark/visual/actor.h" #include "common/hashmap.h" #include "common/hash-ptr.h" #include "graphics/opengl/system_headers.h" #if defined(USE_OPENGL_SHADERS) namespace OpenGL { class Shader; } namespace Stark { namespace Gfx { class OpenGLSDriver; class OpenGLSActorRenderer : public VisualActor { public: OpenGLSActorRenderer(OpenGLSDriver *gfx); virtual ~OpenGLSActorRenderer(); void render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) override; protected: typedef Common::HashMap FaceBufferMap; OpenGLSDriver *_gfx; OpenGL::Shader *_shader, *_shadowShader; GLuint _faceVBO; FaceBufferMap _faceEBO; void clearVertices(); void uploadVertices(); GLuint createModelVBO(const Model *model); GLuint createFaceEBO(const Face *face); void setBonePositionArrayUniform(OpenGL::Shader *shader, const char *uniform); void setBoneRotationArrayUniform(OpenGL::Shader *shader, const char *uniform); void setLightArrayUniform(const LightEntryArray &lights); void setShadowUniform(const LightEntryArray &lights, const Math::Vector3d &actorPosition, Math::Matrix3 worldToModelRot); bool getPointLightContribution(LightEntry *light, const Math::Vector3d &actorPosition, Math::Vector3d &direction, float weight = 1.0f); bool getDirectionalLightContribution(LightEntry *light, Math::Vector3d &direction); bool getSpotLightContribution(LightEntry *light, const Math::Vector3d &actorPosition, Math::Vector3d &direction); }; } // End of namespace Gfx } // End of namespace Stark #endif // defined(USE_OPENGL_SHADERS) #endif // STARK_GFX_OPENGL_S_ACTOR_H