scummvm/engines/tetraedge/game/characters_shadow.cpp
2023-02-11 18:08:29 +09:00

102 lines
3.1 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/>.
*
*/
#include "tetraedge/tetraedge.h"
#include "tetraedge/game/character.h"
#include "tetraedge/game/characters_shadow.h"
#include "tetraedge/game/characters_shadow_opengl.h"
#include "tetraedge/game/characters_shadow_tinygl.h"
#include "tetraedge/te/te_light.h"
#include "tetraedge/te/te_renderer.h"
#include "tetraedge/te/te_3d_texture.h"
namespace Tetraedge {
/*static*/
Te3DObject2 *CharactersShadow::_camTarget = nullptr;
CharactersShadow::CharactersShadow() : _glTex(0), _texSize(0) {
}
void CharactersShadow::create(InGameScene *scene) {
_texSize = 720;
_camTarget = new Te3DObject2();
TeRenderer *renderer = g_engine->getRenderer();
renderer->enableTexture();
_camera = new TeCamera();
_camera->setProjMatrixType(2);
_camera->setAspectRatio(1.0);
_camera->setName("_shadowCam");
_camera->viewport(0, 0, _texSize, _texSize);
createInternal();
renderer->disableTexture();
}
void CharactersShadow::createTexture(InGameScene *scene) {
TeRenderer *renderer = g_engine->getRenderer();
renderer->enableTexture();
TeLight *light = scene->shadowLight();
if (light) {
const TeQuaternion q1 = TeQuaternion::fromAxisAndAngle(TeVector3f32(0, 1, 0), light->positionRadial().getX() - M_PI_2);
const TeQuaternion q2 = TeQuaternion::fromAxisAndAngle(TeVector3f32(1, 0, 0), light->positionRadial().getY());
_camera->setRotation(q2 * q1);
_camera->setPosition(light->position3d());
}
_camera->setFov((float)(scene->shadowFov() * M_PI / 180.0));
_camera->setOrthoPlanes(scene->shadowNearPlane(), scene->shadowFarPlane());
_camera->apply();
createTextureInternal(scene);
TeCamera::restore();
TeCamera::restore();
}
void CharactersShadow::destroy() {
deleteTexture();
if (_camera)
_camera = nullptr;
if (_camTarget) {
delete _camTarget;
_camTarget = nullptr;
}
}
/*static*/
CharactersShadow *CharactersShadow::makeInstance() {
Graphics::RendererType r = g_engine->preferredRendererType();
#if defined(USE_OPENGL_GAME)
if (r == Graphics::kRendererTypeOpenGL)
return new CharactersShadowOpenGL();
#endif
#if defined(USE_TINYGL)
if (r == Graphics::kRendererTypeTinyGL)
return new CharactersShadowTinyGL();
#endif
error("Couldn't create CharactersShadow for selected renderer");
}
} // end namespace Tetraedge