/* 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_MESH_H #define WINTERMUTE_3D_MESH_H #include "common/memstream.h" #include "engines/wintermute/base/base_named_object.h" #include "engines/wintermute/base/gfx/xmath.h" #include "engines/wintermute/base/gfx/xbuffer.h" #include "engines/wintermute/base/gfx/3dface.h" #include "engines/wintermute/base/gfx/3dvertex.h" namespace Wintermute { #if defined(SCUMMVM_USE_PRAGMA_PACK) #pragma pack(4) #endif struct Mesh3DSVertex { float _x, _y, _z; float _nx, _ny, _nz; float _r, _g, _b, _a; }; #if defined(SCUMMVM_USE_PRAGMA_PACK) #pragma pack() #endif class Mesh3DS : public BaseNamedObject { public: bool persist(BasePersistenceManager *persistMgr); bool createVertexBuffer(); void computeNormals(); void cleanup(); Mesh3DS(BaseGame *inGame); virtual ~Mesh3DS(); virtual void fillVertexBuffer() = 0; bool fillVertexBuffer(uint32 color); virtual void render(bool color = false) = 0; Face3D *_faces; uint16 _numFaces; uint16 _numVertices; Vertex3D *_vertices; DXBuffer _vb; bool _visible; }; } // namespace Wintermute #endif