/* 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_TINYGL_ACTOR_H #define STARK_GFX_TINYGL_ACTOR_H #include "engines/stark/gfx/renderentry.h" #include "engines/stark/visual/actor.h" #include "engines/stark/gfx/tinygl.h" #include "graphics/tinygl/tinygl.h" #include "common/hashmap.h" #include "common/hash-ptr.h" namespace Stark { namespace Gfx { class TinyGLDriver; struct _ActorVertex { float pos1x; float pos1y; float pos1z; float pos2x; float pos2y; float pos2z; uint32 bone1; uint32 bone2; float boneWeight; float normalx; float normaly; float normalz; float texS; float texT; float x; float y; float z; float nx; float ny; float nz; float sx; float sy; float sz; float r; float g; float b; }; typedef _ActorVertex ActorVertex; class TinyGLActorRenderer : public VisualActor { public: TinyGLActorRenderer(TinyGLDriver *gfx); virtual ~TinyGLActorRenderer(); void render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) override; protected: typedef Common::HashMap FaceBufferMap; TinyGLDriver *_gfx; ActorVertex *_faceVBO; FaceBufferMap _faceEBO; void clearVertices(); void uploadVertices(); ActorVertex *createModelVBO(const Model *model); uint32 *createFaceEBO(const Face *face); void setLightArrayUniform(const LightEntryArray &lights); Math::Vector3d getShadowLightDirection(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 // STARK_GFX_TINYGL_ACTOR_H