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scummvm-cursorfix/engines/wintermute/base/gfx/3dshadow_volume.h
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/>.
*
*/
/*
* 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<DXVector3> _vertices; // Vertex data for rendering shadow volume
uint32 _color;
private:
virtual bool initMask() = 0;
};
} // namespace Wintermute
#endif