114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/stark/scene.h"
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#include "engines/stark/archive.h"
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#include "engines/stark/gfx/driver.h"
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#include "engines/stark/gfx/renderentry.h"
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#include "engines/stark/visual/actor.h"
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#include "engines/stark/skeleton_anim.h"
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#include "engines/stark/texture.h"
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#include "engines/stark/xmg.h"
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namespace Stark {
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Scene::Scene(GfxDriver *gfx) :
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_gfx(gfx),
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_fov(45.0),
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_nearClipPlane(100.0),
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_farClipPlane(64000.0) {
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// Open the scene archive
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XARCArchive xarc;
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if (!xarc.open("45/00/00.xarc"))
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warning("couldn't open archive");
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Common::ReadStream *texStream = xarc.createReadStreamForMember("oldapril.tm"); // Leak
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Texture *texture = new Texture(); // Leak
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texture->createFromStream(texStream);
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Common::ReadStream *animStream = xarc.createReadStreamForMember("oldapril_idle.ani"); // Leak
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SkeletonAnim *anim = new SkeletonAnim(); // Leak
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anim->createFromStream(animStream);
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Common::ReadStream *meshStream = xarc.createReadStreamForMember("oldapril.cir"); // Leak
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Actor *mesh = new Actor(); // Leak
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mesh->readFromStream(meshStream);
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VisualActor *actor = new VisualActor(); // Leak
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actor->setMesh(mesh);
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actor->setAnim(anim);
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actor->setTexture(texture);
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RenderEntry *oldApril = new RenderEntry(nullptr, "Old April"); // Leak
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oldApril->setVisual(actor);
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_elements.push_back(oldApril);
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}
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Scene::~Scene() {
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}
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void Scene::initCamera(const Math::Vector3d &position, const Math::Vector3d &lookDirection,
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float fov, Common::Rect viewport, float nearClipPlane, float farClipPlane) {
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_cameraPosition = position;
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_cameraLookDirection = lookDirection;
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_fov = fov;
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_viewport = viewport;
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_nearClipPlane = nearClipPlane;
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_farClipPlane = farClipPlane;
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}
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void Scene::render(RenderEntryArray renderEntries, uint32 delta) {
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RenderEntryArray allElements;
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allElements.push_back(renderEntries);
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allElements.push_back(_elements);
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// setup cam
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_gfx->setupPerspective(_fov, _nearClipPlane, _farClipPlane);
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_gfx->setupCamera(_cameraPosition, _cameraPosition + _cameraLookDirection);
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// Draw bg
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// Draw other things
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// Render all the scene elements
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RenderEntryArray::iterator element = allElements.begin();
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while (element != allElements.end()) {
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// Draw the current element
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(*element)->update(delta);
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(*element)->render(_gfx);
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// Go for the next one
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element++;
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}
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//_gfx->set3DMode();
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// setup lights
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// draw actors
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// draw overlay
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}
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} // End of namespace Stark
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