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/* 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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/scene/Light2DPoint.h"
#include "hpl1/engine/graphics/LowLevelGraphics.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cLight2DPoint::cLight2DPoint(tString asName) : iLight2D(asName) {
UpdateBoundingBox();
}
//-----------------------------------------------------------------------
cLight2DPoint::~cLight2DPoint() {
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
// TODO: Z might have to be some standard value...
// Has 100 right now, this should be in some global value..
int cLight2DPoint::Render(iLowLevelGraphics *apLowLevel, int alFirstIndex) {
// make the center vetrex:
cVector3f vTex(0);
cVector3f vPos;
cVector3f vLightPos = GetWorldPosition();
vLightPos.z = 100;
float fRadius = GetFarAttenuation();
cColor Col = GetDiffuseColor() * mfIntensity;
Col.a = 0;
cVertex Vtx = cVertex(vLightPos, vTex, Col);
apLowLevel->AddVertexToBatch(Vtx); // index 0!
Col = cColor(0, 0);
int idx = alFirstIndex + 1;
for (float fAngle = 0; fAngle <= k2Pif; fAngle += k2Pif / 32) {
vPos.x = vLightPos.x + fRadius * cos(fAngle); //*0.5;
vPos.y = vLightPos.y + fRadius * sin(fAngle); //*0.5;
vPos.z = 100;
Vtx = cVertex(vPos, vTex, Col);
apLowLevel->AddVertexToBatch(Vtx);
if (idx > 0) {
apLowLevel->AddIndexToBatch(alFirstIndex); // The center
apLowLevel->AddIndexToBatch(idx); // The current point
apLowLevel->AddIndexToBatch(idx - 1); // The previous point
}
idx++;
}
apLowLevel->AddIndexToBatch(alFirstIndex); // The center
apLowLevel->AddIndexToBatch(alFirstIndex + 1); // The current point
apLowLevel->AddIndexToBatch(idx - 1); // The previous point
return idx;
}
//-----------------------------------------------------------------------
const cRect2f &cLight2DPoint::GetBoundingBox() {
return mBoundingBox;
}
//-----------------------------------------------------------------------
bool cLight2DPoint::UpdateBoundingBox() {
mBoundingBox = cRect2f(cVector2f(GetWorldPosition().x, GetWorldPosition().y) - mfFarAttenuation,
cVector2f(mfFarAttenuation * 2));
return true;
}
//-----------------------------------------------------------------------
} // namespace hpl
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