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

91 lines
2.5 KiB
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_XMESH_H
#define WINTERMUTE_XMESH_H
#include "engines/wintermute/base/base_named_object.h"
#include "engines/wintermute/base/gfx/xmodel.h"
#include "engines/wintermute/coll_templ.h"
namespace Wintermute {
class BaseSprite;
class FrameNode;
class Material;
class ShadowVolume;
class VideoTheoraPlayer;
class SkinMeshHelper;
class DXMesh;
class Effect3D;
class Effect3DParams;
struct XMeshObject;
class XMesh : public BaseNamedObject {
friend class XSkinMeshLoader;
public:
XMesh(BaseGame *inGame);
virtual ~XMesh();
virtual bool loadFromXData(const char *filename, XFileData *xobj);
bool findBones(FrameNode *rootFrame);
virtual bool update(FrameNode *parentFrame);
virtual bool render(XModel *model) = 0;
virtual bool renderFlatShadowModel(uint32 shadowColor) = 0;
bool updateShadowVol(ShadowVolume *shadow, DXMatrix *modelMat, DXVector3 *light, float extrusionDepth);
bool pickPoly(DXVector3 *pickRayOrig, DXVector3 *pickRayDir);
DXVector3 _BBoxStart;
DXVector3 _BBoxEnd;
bool setMaterialSprite(const char *matName, BaseSprite *sprite);
bool setMaterialTheora(const char *matName, VideoTheoraPlayer *theora);
bool setMaterialEffect(const char *matName, Effect3D *effect, Effect3DParams *params);
bool removeMaterialEffect(const char *matName);
bool invalidateDeviceObjects();
bool restoreDeviceObjects();
protected:
bool generateMesh();
SkinMeshHelper *_skinMesh;
DXMesh *_blendedMesh;
DXMesh *_staticMesh;
DXMatrix **_boneMatrices;
uint32 *_adjacency;
BaseArray<Material *> _materials;
};
} // namespace Wintermute
#endif