/* 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 . * */ /* * This file is based on WME. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #ifndef WINTERMUTE_3D_SHADOW_VOLUME_H #define WINTERMUTE_3D_SHADOW_VOLUME_H #include "engines/wintermute/base/base.h" #include "engines/wintermute/base/gfx/xbuffer.h" #include "engines/wintermute/base/gfx/xmesh.h" #include "engines/wintermute/base/gfx/xmath.h" #include "engines/wintermute/coll_templ.h" namespace Wintermute { struct ShadowVertex { float x; float y; float z; uint8 r; uint8 g; uint8 b; uint8 a; }; class ShadowVolume : public BaseClass { public: ShadowVolume(BaseGame *inGame); virtual ~ShadowVolume(); bool addMesh(DXMesh *mesh, uint32 *adjacency, DXMatrix *modelMat, DXVector3 *light, float extrusionDepth); void addVertex(DXVector3 &vertex); bool reset(); virtual bool renderToStencilBuffer() = 0; virtual bool renderToScene() = 0; bool setColor(uint32 color); protected: BaseArray _vertices; // Vertex data for rendering shadow volume uint32 _color; private: virtual bool initMask() = 0; }; } // namespace Wintermute #endif