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2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_RENDERABLE_H
#define HPL_RENDERABLE_H
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/scene/Entity3D.h"
#include "hpl1/engine/system/SystemTypes.h"
namespace hpl {
class iMaterial;
class iVertexBuffer;
class cBoundingVolume;
class cFrustum;
class iLight3D;
class cCamera3D;
class cRenderList;
class iRenderable;
enum eRenderableType {
eRenderableType_Normal,
eRenderableType_ParticleSystem,
eRenderableType_Mesh,
eRenderableType_Light,
eRenderableType_Dummy,
eRenderableType_LastEnum
};
//------------------------------------------
kSaveData_ChildClass(iEntity3D, iRenderable) {
kSerializableClassInit(cSaveData_iRenderable) public : bool mbStatic;
bool mbRendered;
float mfZ;
};
//------------------------------------------
class iRenderable : public iEntity3D {
typedef iEntity3D super;
public:
iRenderable(const tString &asName);
bool IsRendered() { return mbRendered; }
virtual void SetRendered(bool abX) { mbRendered = abX; }
virtual iMaterial *GetMaterial() = 0;
virtual iVertexBuffer *GetVertexBuffer() = 0;
virtual bool IsShadowCaster() = 0;
virtual bool CollidesWithBV(cBoundingVolume *apBV);
virtual bool CollidesWithFrustum(cFrustum *apFrustum);
virtual cMatrixf *GetModelMatrix(cCamera3D *apCamera) = 0;
virtual eRenderableType GetRenderType() = 0;
virtual void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList) {}
/**
* Should return a different number each time the renderable model matrix is updated. never -1
* \return
*/
virtual int GetMatrixUpdateCount() = 0;
float GetZ() { return mfZ; }
void SetZ(float afZ) { mfZ = afZ; }
cMatrixf *GetInvModelMatrix();
inline void SetPrevMatrix(const cMatrixf &a_mtxPrev) { m_mtxPrevious = a_mtxPrev; }
inline cMatrixf &GetPrevMatrix() { return m_mtxPrevious; }
const cVector3f &GetCalcScale();
void SetStatic(bool abX) { mbStatic = abX; }
bool IsStatic() const { return mbStatic; }
inline int GetRenderCount() const { return mlRenderCount; }
inline void SetRenderCount(const int alCount) { mlRenderCount = alCount; }
inline int GetPrevRenderCount() const { return mlPrevRenderCount; }
inline void SetPrevRenderCount(const int alCount) { mlPrevRenderCount = alCount; }
void SetForceShadow(bool abX) { mbForceShadow = abX; }
bool GetForceShadow() { return mbForceShadow; }
bool GetIsOneSided() { return mbIsOneSided; }
const cVector3f &GetOneSidedNormal() { return mvOneSidedNormal; }
// SaveObject implementation
virtual iSaveData *CreateSaveData();
virtual void SaveToSaveData(iSaveData *apSaveData);
virtual void LoadFromSaveData(iSaveData *apSaveData);
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
protected:
cMatrixf m_mtxInvModel;
cMatrixf m_mtxPrevious;
bool mbIsOneSided;
cVector3f mvOneSidedNormal;
int mlLastMatrixCount;
bool mbStatic;
bool mbForceShadow;
int mlRenderCount;
int mlPrevRenderCount;
int mlCalcScaleMatrixCount;
cVector3f mvCalcScale;
bool mbRendered;
float mfZ;
};
} // namespace hpl
#endif // HPL_RENDERABLE_H