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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.
*/
#ifndef HPL_LIGHT3D_H
#define HPL_LIGHT3D_H
#include "common/list.h"
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/graphics/Renderable.h"
#include "hpl1/engine/scene/Entity3D.h"
#include "hpl1/engine/scene/Light.h"
#include "hpl1/std/set.h"
class TiXmlElement;
namespace hpl {
enum eLight3DType {
eLight3DType_Point,
eLight3DType_Spot,
eLight3DType_LastEnum
};
enum eShadowVolumeType {
eShadowVolumeType_None,
eShadowVolumeType_ZPass,
eShadowVolumeType_ZFail,
eShadowVolumeType_LastEnum,
};
class iLowLevelGraphics;
class cRenderSettings;
class cCamera3D;
class cFrustum;
class iGpuProgram;
class iTexture;
class cTextureManager;
class cResources;
class cFileSearcher;
class cBillboard;
class cSectorVisibilityContainer;
typedef Hpl1::Std::set<iRenderable *> tCasterCacheSet;
typedef tCasterCacheSet::iterator tCasterCacheSetIt;
//------------------------------------------
kSaveData_ChildClass(iRenderable, iLight3D) {
kSaveData_ClassInit(iLight3D) public : tString msFalloffMap;
cContainerList<int> mlstBillboardIds;
cColor mDiffuseColor;
cColor mSpecularColor;
float mfIntensity;
float mfFarAttenuation;
float mfNearAttenuation;
float mfSourceRadius;
bool mbCastShadows;
bool mbAffectMaterial;
cColor mColAdd;
float mfRadiusAdd;
cColor mDestCol;
float mfDestRadius;
float mfFadeTime;
bool mbFlickering;
tString msFlickerOffSound;
tString msFlickerOnSound;
tString msFlickerOffPS;
tString msFlickerOnPS;
float mfFlickerOnMinLength;
float mfFlickerOffMinLength;
float mfFlickerOnMaxLength;
float mfFlickerOffMaxLength;
cColor mFlickerOffColor;
float mfFlickerOffRadius;
bool mbFlickerFade;
float mfFlickerOnFadeLength;
float mfFlickerOffFadeLength;
cColor mFlickerOnColor;
float mfFlickerOnRadius;
bool mbFlickerOn;
float mfFlickerTime;
float mfFlickerStateLength;
};
//------------------------------------------
class iLight3D : public iLight, public iRenderable {
typedef iRenderable super;
public:
iLight3D(tString asName, cResources *apResources);
virtual ~iLight3D();
void UpdateLogic(float afTimeStep);
virtual void SetFarAttenuation(float afX);
virtual void SetNearAttenuation(float afX);
cVector3f GetLightPosition();
virtual bool BeginDraw(cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics);
virtual void EndDraw(cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics);
bool CheckObjectIntersection(iRenderable *apObject);
void AddShadowCaster(iRenderable *apObject, cFrustum *apFrustum, bool abStatic, cRenderList *apRenderList);
bool HasStaticCasters();
void ClearCasters(bool abClearStatic);
void SetAllStaticCastersAdded(bool abX) { mbStaticCasterAdded = abX; }
bool AllStaticCastersAdded() { return mbStaticCasterAdded; }
eLight3DType GetLightType() { return mLightType; }
// iEntity implementation
tString GetEntityType() { return "iLight3D"; }
bool IsVisible();
void SetVisible(bool abVisible);
iTexture *GetFalloffMap();
void SetFalloffMap(iTexture *apTexture);
// Renderable implementation:
iMaterial *GetMaterial() { return NULL; }
iVertexBuffer *GetVertexBuffer() { return NULL; }
bool IsShadowCaster() { return false; }
eRenderableType GetRenderType() { return eRenderableType_Light; }
cBoundingVolume *GetBoundingVolume();
int GetMatrixUpdateCount() { return GetTransformUpdateCount(); }
cMatrixf *GetModelMatrix(cCamera3D *apCamera);
inline void RenderShadow(iRenderable *apObject, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics);
void LoadXMLProperties(const tString asFile);
void AttachBillboard(cBillboard *apBillboard);
void RemoveBillboard(cBillboard *apBillboard);
Common::Array<cBillboard *> *GetBillboardVec() { return &mvBillboards; }
inline iTexture *GetTempTexture(size_t alIdx) { return mvTempTextures[alIdx]; }
inline void SetTempTexture(size_t alIdx, iTexture *apTex) { mvTempTextures[alIdx] = apTex; }
void SetOnlyAffectInSector(bool abX) { mbOnlyAffectInInSector = abX; }
bool GetOnlyAffectInSector() { return mbOnlyAffectInInSector; }
// SaveObject implementation
virtual iSaveData *CreateSaveData();
virtual void SaveToSaveData(iSaveData *apSaveData);
virtual void LoadFromSaveData(iSaveData *apSaveData);
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
protected:
void OnFlickerOff();
void OnFlickerOn();
void OnSetDiffuse();
virtual cSectorVisibilityContainer *CreateSectorVisibility() = 0;
virtual void ExtraXMLProperties(TiXmlElement *apMainElem) {}
virtual void UpdateBoundingVolume() = 0;
virtual bool CreateClipRect(cRect2l &aCliprect, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics) = 0;
eLight3DType mLightType;
cTextureManager *mpTextureManager;
cFileSearcher *mpFileSearcher;
iTexture *mpFalloffMap;
iTexture *mvTempTextures[3];
Common::Array<cBillboard *> mvBillboards;
cMatrixf mtxTemp;
tCasterCacheSet m_setStaticCasters;
tCasterCacheSet m_setDynamicCasters;
bool mbStaticCasterAdded;
bool mbOnlyAffectInInSector;
int mlSectorVisibilityCount;
cSectorVisibilityContainer *mpVisSectorCont;
unsigned int *mpIndexArray;
};
typedef Common::List<iLight3D *> tLight3DList;
typedef tLight3DList::iterator tLight3DListIt;
} // namespace hpl
#endif // HPL_LIGHT3D_H
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