74 lines
2.0 KiB
C++
74 lines
2.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#ifndef WINTERMUTE_3D_SHADOW_VOLUME_H
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#define WINTERMUTE_3D_SHADOW_VOLUME_H
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#include "engines/wintermute/base/base.h"
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#include "engines/wintermute/base/gfx/xbuffer.h"
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#include "engines/wintermute/base/gfx/xmesh.h"
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#include "engines/wintermute/base/gfx/xmath.h"
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#include "engines/wintermute/coll_templ.h"
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namespace Wintermute {
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struct ShadowVertex {
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float x;
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float y;
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float z;
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uint8 r;
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uint8 g;
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uint8 b;
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uint8 a;
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};
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class ShadowVolume : public BaseClass {
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public:
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ShadowVolume(BaseGame *inGame);
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virtual ~ShadowVolume();
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bool addMesh(DXMesh *mesh, uint32 *adjacency, DXMatrix *modelMat, DXVector3 *light, float extrusionDepth);
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void addVertex(DXVector3 &vertex);
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bool reset();
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virtual bool renderToStencilBuffer() = 0;
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virtual bool renderToScene() = 0;
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bool setColor(uint32 color);
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protected:
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BaseArray<DXVector3> _vertices; // Vertex data for rendering shadow volume
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uint32 _color;
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private:
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virtual bool initMask() = 0;
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};
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} // namespace Wintermute
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#endif
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