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scummvm-cursorfix/engines/watchmaker/3d/t3d_body.h
2026-02-02 04:50:13 +01:00

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4.5 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/>.
*
*/
#ifndef WATCHMAKER_T3D_BODY_H
#define WATCHMAKER_T3D_BODY_H
#include "watchmaker/types.h"
#include "watchmaker/t3d.h"
#include "watchmaker/3d/t3d_mesh.h"
namespace Watchmaker {
struct t3dBODY {
Common::String name; // room name
uint32 NumMeshes() {
return MeshTable.size();
}; // num meshes
uint32 NumCameras() const {
return CameraTable.size(); // num cameras
}
uint16 NumPaths() const {
return CameraPath.size(); // num camera paths
}
uint32 NumLights() const {
return LightTable.size(); // num lights
}
uint16 NumPanels[T3D_MAX_LEVELS] = {}; // num panels per level
uint16 NumNormals = 0; // num face normals
uint16 NumVerticesNormals = 0; // num vertex normals
uint16 NumPosLights() const {
return PosLightTable.size();
}; // num positional lights
uint16 NumLevels = 0; // num panel levels
uint16 CurLevel = 0; // current level
uint32 NumTotVerts = 0; // total number of verts in room
t3dV3F AmbientLight; // room ambient color
Common::Array<t3dMESH> MeshTable; // meshes list
MaterialTable MatTable; // materials list
uint32 NumMaterials() const {
return MatTable.size(); // num materials
}
MaterialTable LightmapTable; // lightmap material list
uint32 NumLightmaps = 0; // num lightmap materials
MaterialTable MirrorMatTable; // material list (for mirrors)
uint32 NumMirrorMaterials() const {
return MirrorMatTable.size();
}; // num materials (for mirror)
private:
Common::Array<Common::SharedPtr<VertexBuffer>> VBTable; // metrial vertex buffers list
public:
Common::SharedPtr<VertexBuffer> addVertexBuffer() {
VBTable.push_back(Common::SharedPtr<VertexBuffer>(new VertexBuffer()));
return VBTable.back();
}
void clearVBTable() {
for (uint i = 0; i < VBTable.size(); i++) {
rDeleteVertexBuffer(*VBTable[i]);
}
VBTable.clear();
}
uint32 NumVB() {
return VBTable.size();
}; // num vertex buffer
public:
Common::Array<t3dCAMERA> CameraTable; // camera list
Common::Array<t3dLIGHT> LightTable; // light list
Common::Array<t3dPLIGHT> PosLightTable; // positional light list
NormalList NList; // normal list
t3dCAMERAGRID CameraGrid; // camera grid
Common::Array<t3dCAMERAPATH> CameraPath; // camer paths list
t3dPAN *Panel[T3D_MAX_LEVELS] = {}; // room panels for level
t3dF32 PanelHeight[T3D_MAX_LEVELS] = {}; // panel height for levels
Common::SharedPtr<t3dVolLights> VolumetricLights; // volumetric lights
t3dMESH *BlockMeshes[T3D_MAX_BLOCK_MESHES] = {}; // block mesh (for external rooms)
t3dV3F MinPos; // min room position
private:
void allocateNormals();
void initNormals(Common::SeekableReadStream &stream);
public:
t3dCAMERA *PickCamera(uint8 in);
Common::Array<t3dPLIGHT> getPositionalLight(uint8 pos);
t3dBODY *loadFromStream(WGame &game, const Common::String &pname, Common::SeekableReadStream &stream, uint32 LoaderFlags);
void populatePortalLists();
};
} // End of namespace Watchmaker
#endif // WATCHMAKER_T3D_BODY_H