mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
455 lines
15 KiB
C++
455 lines
15 KiB
C++
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200
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%{
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#include "Entities/StdH/StdH.h"
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%}
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uses "Entities/ModelDestruction";
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uses "Entities/AnimationChanger";
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enum LightType {
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0 LT_POINT "Point light",
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1 LT_AMBIENT "Ambient light",
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2 LT_STRONG_AMBIENT "Strong ambient light",
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3 LT_DIRECTIONAL "Directional light",
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4 LT_STRONG_POINT "Strong point light",
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};
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enum LensFlareType {
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0 LFT_NONE "None",
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1 LFT_STANDARD "Standard",
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2 LFT_STANDARD_REFLECTIONS "Standard reflections",
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3 LFT_YELLOW_STAR_RED_RING "Yellow star with red ring",
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4 LFT_WHITE_GLOW_STAR_RED_RING "White glow star with red ring",
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5 LFT_WHITE_GLOW_STAR "White glow star",
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6 LFT_WHITE_STAR_RED_RING_STREAKS "White star with red ring and streaks",
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7 LFT_WHITE_STAR_RED_REFLECTIONS "White star with red reflections",
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8 LFT_BLUE_STAR_BLUE_REFLECTIONS "Blue star with blue reflections",
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9 LFT_PV_SPACE_SHIP_WINDOW_FLARE "Pyramid valley space ship window flare",
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10 LFT_WHITE_GLOW_STAR_RED_RING_FAR "Yellow star with red ring far",
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11 LFT_WHITE_GLOW_FAR "White glow far",
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12 LFT_WHITE_GLOW_STAR_NG "White glow star no glare",
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};
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%{
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void CLight_OnInitClass(void)
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{
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// init lens flares effects
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InitLensFlares();
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}
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void CLight_OnEndClass(void)
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{
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// close lens flares effects
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CloseLensFlares();
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}
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%}
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class CLight : CEntity {
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name "Light";
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thumbnail "Thumbnails\\Light.tbn";
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features "HasName", "HasDescription", "ImplementsOnInitClass", "ImplementsOnEndClass";
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properties:
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2 COLOR m_colColor "Color" 'C' =C_GRAY,
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9 COLOR m_colAmbient "Directional ambient" 'E' =C_BLACK,
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1 RANGE m_rFallOffRange "Fall-off" 'F' =8.0f features(EPROPF_HIDEINPERSPECTIVE),
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4 RANGE m_rHotSpotRange "Hot-spot" 'H' =0.0f features(EPROPF_HIDEINPERSPECTIVE),
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7 ILLUMINATIONTYPE m_itIllumination "Polygon illumination" 'I' =0,
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8 enum LightType m_ltType "Type" 'Y' =LT_POINT,
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10 CTString m_strDescription = "",
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11 CTString m_strName "Name" 'N' = "Light",
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12 BOOL m_bDarkLight "Dark light" 'A' = FALSE,
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13 FLOAT m_fNearClip "Clip near" = 0.1f,
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14 FLOAT m_fFarClip "Clip far" = 0.01f,
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15 BOOL m_bSubstractSectorAmbient "Substract sector ambient" 'S' = FALSE,
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16 BOOL m_bRenderAsSmallLight "Render as small" 'R' = FALSE,
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17 enum LensFlareType m_lftLensFlare "Lens flare" 'L' = LFT_NONE,
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18 BOOL m_bBackground "Background" 'B' = FALSE,
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19 BOOL m_bLensFlareOnly "Lens flare only" 'O' = FALSE,
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20 CTFileName m_fnmLightAnimation "Light animation file" = CTString(""),
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21 ANIMATION m_iLightAnimation "Light animation" = 0,
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25 FLOAT m_tmOffsetPhase "Light animation offset" = 0.0f,
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22 CAnimObject m_aoLightAnimation,
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24 BOOL m_bTargetable "Targetable" = FALSE,
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26 BOOL m_bDynamic "Dynamic" = FALSE,
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27 BOOL m_bDiffusion "Diffusion" 'D' = TRUE,
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30 CTFileName m_fnmAmbientLightAnimation "Ambient light animation file" = CTString(""),
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31 ANIMATION m_iAmbientLightAnimation "Ambient light animation" = 0,
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32 CAnimObject m_aoAmbientLightAnimation,
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{
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CLightSource m_lsLightSource;
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CBoolDefaultFalse m_bdfInitialized; // set if already initialized once
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}
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components:
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1 model MODEL_LIGHT_SOURCE "Models\\Editor\\LightSource.mdl",
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2 texture TEXTURE_POINT_LIGHT "Models\\Editor\\PointLight.tex",
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3 texture TEXTURE_AMBIENT_LIGHT "Models\\Editor\\AmbientLight.tex",
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4 texture TEXTURE_REAL_AMBIENT_LIGHT "Models\\Editor\\RealAmbientLight.tex",
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5 model MODEL_SPOT_LIGHT "Models\\Editor\\SpotLight.mdl",
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6 texture TEXTURE_SPOT_LIGHT "Models\\Editor\\SpotLight.tex",
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functions:
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/* Get anim data for given animation property - return NULL for none. */
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CAnimData *GetAnimData(SLONG slPropertyOffset)
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{
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if (slPropertyOffset==offsetof(CLight, m_iLightAnimation))
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{
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return m_aoLightAnimation.GetData();
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}
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else if (slPropertyOffset==offsetof(CLight, m_iAmbientLightAnimation))
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{
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return m_aoAmbientLightAnimation.GetData();
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}
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else
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{
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return CEntity::GetAnimData(slPropertyOffset);
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}
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};
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BOOL IsTargetable(void) const
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{
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return m_bTargetable;
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}
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BOOL IsImportant(void) const
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{
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return(m_ltType==LT_DIRECTIONAL);
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}
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/* Handle an event, return false if the event is not handled. */
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BOOL HandleEvent(const CEntityEvent &ee)
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{
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// when someone in range is destroyed
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if (ee.ee_slEvent==EVENTCODE_ERangeModelDestruction)
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{
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// fade out completely
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m_colColor = C_BLACK;
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m_colAmbient = C_BLACK;
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CLightSource lsNew;
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SetupLightSource(lsNew);
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m_lsLightSource.SetLightSource(lsNew);
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return TRUE;
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// when animation should be changed
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}
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else if (ee.ee_slEvent==EVENTCODE_EChangeAnim)
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{
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EChangeAnim &eChange = (EChangeAnim &)ee;
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// for diffuse component of light
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m_iLightAnimation = eChange.iLightAnim;
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if (m_aoLightAnimation.GetData()!=NULL)
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{
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m_aoLightAnimation.PlayAnim(m_iLightAnimation, eChange.bLightLoop?AOF_LOOPING:0);
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}
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// for ambient component of light
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m_iAmbientLightAnimation = eChange.iAmbientLightAnim;
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if (m_aoAmbientLightAnimation.GetData()!=NULL)
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{
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m_aoAmbientLightAnimation.PlayAnim(m_iAmbientLightAnimation, eChange.bAmbientLightLoop?AOF_LOOPING:0);
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}
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// if neither ambient nor difuse animation is set, apply direct color change
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if( (m_aoLightAnimation.GetData()==NULL) && (m_aoAmbientLightAnimation.GetData()==NULL) )
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{
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m_colColor = eChange.colDiffuse;
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m_colAmbient = eChange.colAmbient;
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CLightSource lsNew;
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SetupLightSource(lsNew);
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m_lsLightSource.SetLightSource(lsNew);
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return TRUE;
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}
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}
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return FALSE;
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}
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// apply mirror and stretch to the entity
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void MirrorAndStretch(FLOAT fStretch, BOOL bMirrorX)
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{
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// stretch its ranges
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m_rFallOffRange*=fStretch;
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m_rHotSpotRange*=fStretch;
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m_fNearClip *=fStretch;
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m_fFarClip *=fStretch;
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//(void)bMirrorX; // no mirror for lights
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}
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/* Get static light source information. */
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CLightSource *GetLightSource(void)
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{
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// if never initialized before (happens after loading)
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if (!m_bdfInitialized.bdf_bValue) {
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// initialize now
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CLightSource lsNew;
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SetupLightSource(lsNew);
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m_lsLightSource.SetLightSourceWithNoDiscarding(lsNew);
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m_bdfInitialized.bdf_bValue = TRUE;
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}
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if (!IsPredictor()) {
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return &m_lsLightSource;
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} else {
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return NULL;
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}
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}
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// prepare and transfer light source variables
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void SetupLightSource( CLightSource &lsNew)
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{
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switch( m_ltType) {
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case LT_POINT:
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case LT_STRONG_POINT:
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lsNew.ls_ulFlags = LSF_CASTSHADOWS;
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break;
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case LT_DIRECTIONAL:
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lsNew.ls_ulFlags = LSF_DIRECTIONAL|LSF_CASTSHADOWS;
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break;
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case LT_STRONG_AMBIENT:
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case LT_AMBIENT:
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lsNew.ls_ulFlags = 0;
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break;
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}
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if( m_bSubstractSectorAmbient) { lsNew.ls_ulFlags |= LSF_SUBSTRACTSECTORAMBIENT; }
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if( m_bLensFlareOnly) { lsNew.ls_ulFlags |= LSF_LENSFLAREONLY; }
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if( m_bDynamic) { lsNew.ls_ulFlags |= LSF_DYNAMIC; }
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// directional light cannot be dark
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if( m_bDarkLight) {
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if( m_ltType==LT_DIRECTIONAL) {
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lsNew.ls_ulFlags &= ~LSF_DARKLIGHT;
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m_bDarkLight = FALSE;
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} else {
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lsNew.ls_ulFlags |= LSF_DARKLIGHT;
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}
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}
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// ambient and directional lights doesn't support diffusion
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if( m_bDiffusion) {
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if( m_bDynamic || m_ltType==LT_AMBIENT || m_ltType==LT_STRONG_AMBIENT) {
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lsNew.ls_ulFlags &= ~LSF_DIFFUSION;
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m_bDiffusion = FALSE;
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} else {
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lsNew.ls_ulFlags |= LSF_DIFFUSION;
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}
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}
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lsNew.ls_rHotSpot = m_rHotSpotRange;
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lsNew.ls_rFallOff = m_rFallOffRange;
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lsNew.ls_fNearClipDistance = m_fNearClip;
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lsNew.ls_fFarClipDistance = m_fFarClip;
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// hot spot for strong lights is 90% of light range
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if( m_ltType == LT_STRONG_AMBIENT || m_ltType == LT_STRONG_POINT) {
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lsNew.ls_rHotSpot = lsNew.ls_rFallOff*0.9f;
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}
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lsNew.ls_colColor = m_colColor;
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lsNew.ls_colAmbient = C_BLACK; // only directional lights are allowed to have ambient component
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if( lsNew.ls_ulFlags&LSF_DIRECTIONAL) { lsNew.ls_colAmbient = m_colAmbient; }
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lsNew.ls_ubPolygonalMask = (UBYTE) m_itIllumination;
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switch(m_lftLensFlare)
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{
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case LFT_NONE:
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lsNew.ls_plftLensFlare = NULL;
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break;
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case LFT_STANDARD:
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lsNew.ls_plftLensFlare = &_lftStandard;
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break;
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case LFT_STANDARD_REFLECTIONS:
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lsNew.ls_plftLensFlare = &_lftStandardReflections;
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break;
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case LFT_YELLOW_STAR_RED_RING:
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lsNew.ls_plftLensFlare = &_lftYellowStarRedRing;
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break;
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case LFT_WHITE_GLOW_STAR_RED_RING:
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lsNew.ls_plftLensFlare = &_lftWhiteGlowStarRedRing;
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break;
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case LFT_WHITE_GLOW_STAR:
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lsNew.ls_plftLensFlare = &_lftWhiteGlowStar;
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break;
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case LFT_WHITE_STAR_RED_RING_STREAKS:
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lsNew.ls_plftLensFlare = &_lftWhiteStarRedRingStreaks;
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break;
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case LFT_WHITE_STAR_RED_REFLECTIONS:
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lsNew.ls_plftLensFlare = &_lftWhiteStarRedReflections;
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break;
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case LFT_BLUE_STAR_BLUE_REFLECTIONS:
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lsNew.ls_plftLensFlare = &_lftBlueStarBlueReflections;
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break;
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case LFT_PV_SPACE_SHIP_WINDOW_FLARE:
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lsNew.ls_plftLensFlare = &_lftPVSpaceShipWindowFlare;
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break;
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case LFT_WHITE_GLOW_STAR_RED_RING_FAR:
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lsNew.ls_plftLensFlare = &_lftYellowStarRedRingFar;
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break;
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case LFT_WHITE_GLOW_FAR:
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lsNew.ls_plftLensFlare = &_lftWhiteGlowFar;
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break;
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case LFT_WHITE_GLOW_STAR_NG:
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lsNew.ls_plftLensFlare = &_lftWhiteGlowStarNG;
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break;
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}
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// --------- Setup light animations
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// diffuse
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lsNew.ls_paoLightAnimation = NULL;
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if (m_aoLightAnimation.GetData()!=NULL) {
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lsNew.ls_paoLightAnimation = &m_aoLightAnimation;
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}
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// ambient
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lsNew.ls_paoAmbientLightAnimation = NULL;
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if (m_aoAmbientLightAnimation.GetData()!=NULL) {
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lsNew.ls_paoAmbientLightAnimation = &m_aoAmbientLightAnimation;
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}
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}
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procedures:
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Main()
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{
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// fall off and hot spot must be positive values
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if (m_rFallOffRange<0) {
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m_rFallOffRange = 0.0f;
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}
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if (m_rHotSpotRange<0) {
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m_rHotSpotRange = 0.0f;
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}
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// hot spot must be less or equal falloff
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if (m_rHotSpotRange>m_rFallOffRange) {
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m_rHotSpotRange = m_rFallOffRange;
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}
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// near clip must not be too small relatively to falloff
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// (crashes on shadow rendering otherwise!)
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//if (m_fNearClip<m_rFallOffRange*1E-4f) {
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// m_fNearClip = m_rFallOffRange*1E-4f;
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//}
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// near clip must not be too small
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if (m_fNearClip<=0.01f) {
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m_fNearClip = 0.01f;
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}
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// far clip distance must be positive values
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if (m_fFarClip<=0) {
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m_fFarClip = 0.0f;//0.01f;
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}
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// only directional lights are allowed to have ambient component
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if( m_ltType!=LT_DIRECTIONAL) {
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m_colAmbient = C_BLACK;
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}
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set model stretch -- MUST BE DONE BEFORE SETTING MODEL!
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if( m_bRenderAsSmallLight)
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{
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GetModelObject()->mo_Stretch = FLOAT3D( 0.25f, 0.25f, 0.25f);
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}
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else
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{
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// set stretch factor of the light (directional lights don't have stretch)
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if ( m_ltType != LT_DIRECTIONAL) {
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const float LIGHT_MINSIZE=0.5f;
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FLOAT fFactor = Log2(m_rFallOffRange)*LIGHT_MINSIZE;
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if (fFactor<LIGHT_MINSIZE) {
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fFactor=LIGHT_MINSIZE;
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}
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GetModelObject()->mo_Stretch = FLOAT3D( fFactor, fFactor, fFactor);
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}
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}
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CTString strType;
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if( m_ltType == LT_POINT || m_ltType == LT_STRONG_POINT)
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{
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strType = "point";
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// set model to light source
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SetModel(MODEL_LIGHT_SOURCE);
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// set texture of point light model
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SetModelMainTexture(TEXTURE_POINT_LIGHT);
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}
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// initialize ambient light
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else if( m_ltType == LT_AMBIENT)
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{
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strType = "ambient";
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// set model to light source
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SetModel(MODEL_LIGHT_SOURCE);
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// set texture of ambient light model
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SetModelMainTexture(TEXTURE_AMBIENT_LIGHT);
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}
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// initialize real ambient light
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else if( m_ltType == LT_STRONG_AMBIENT)
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{
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strType = "ambient";
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// set model to light source
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SetModel(MODEL_LIGHT_SOURCE);
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// set texture of real ambient light model
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SetModelMainTexture(TEXTURE_REAL_AMBIENT_LIGHT);
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}
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// initialize spot light
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else if( m_ltType == LT_DIRECTIONAL)
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{
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strType = "directional";
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// set model to spot light
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SetModel(MODEL_SPOT_LIGHT);
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|
// set texture of spot light model
|
||
|
SetModelMainTexture(TEXTURE_SPOT_LIGHT);
|
||
|
}
|
||
|
|
||
|
if( m_bDarkLight)
|
||
|
{
|
||
|
strType = strType+", dark";
|
||
|
}
|
||
|
|
||
|
// set diffuse light animation if available
|
||
|
try {
|
||
|
m_aoLightAnimation.SetData_t(m_fnmLightAnimation);
|
||
|
} catch (char *strError) {
|
||
|
WarningMessage(TRANS("Cannot load '%s': %s"), (const char*)(CTString&)m_fnmLightAnimation,(const char*) strError);
|
||
|
m_fnmLightAnimation = "";
|
||
|
}
|
||
|
if (m_aoLightAnimation.GetData()!=NULL) {
|
||
|
m_aoLightAnimation.PlayAnim(m_iLightAnimation, AOF_LOOPING);
|
||
|
m_aoLightAnimation.OffsetPhase(m_tmOffsetPhase*m_aoLightAnimation.GetCurrentAnimLength());
|
||
|
}
|
||
|
|
||
|
// set ambient light animation if available
|
||
|
try {
|
||
|
m_aoAmbientLightAnimation.SetData_t(m_fnmAmbientLightAnimation);
|
||
|
} catch (char *strError) {
|
||
|
WarningMessage(TRANS("Cannot load '%s': %s"), (const char*)(CTString&)m_fnmAmbientLightAnimation, (const char*) strError);
|
||
|
m_fnmAmbientLightAnimation = "";
|
||
|
}
|
||
|
if (m_aoAmbientLightAnimation.GetData()!=NULL) {
|
||
|
m_aoAmbientLightAnimation.PlayAnim(m_iAmbientLightAnimation, AOF_LOOPING);
|
||
|
m_aoAmbientLightAnimation.OffsetPhase(m_tmOffsetPhase*m_aoAmbientLightAnimation.GetCurrentAnimLength());
|
||
|
}
|
||
|
|
||
|
// set a new light source with light properties
|
||
|
CLightSource lsNew;
|
||
|
SetupLightSource(lsNew);
|
||
|
|
||
|
// setup background rendering flag
|
||
|
if (m_bBackground) {
|
||
|
SetFlags(GetFlags()|ENF_BACKGROUND);
|
||
|
} else {
|
||
|
SetFlags(GetFlags()&~ENF_BACKGROUND);
|
||
|
}
|
||
|
|
||
|
// set up this light source from the new properties
|
||
|
m_lsLightSource.ls_penEntity = this;
|
||
|
if (!m_bdfInitialized.bdf_bValue) {
|
||
|
m_lsLightSource.SetLightSourceWithNoDiscarding(lsNew);
|
||
|
m_bdfInitialized.bdf_bValue = TRUE;
|
||
|
} else {
|
||
|
m_lsLightSource.SetLightSource(lsNew);
|
||
|
}
|
||
|
|
||
|
m_strDescription.PrintF("%s:%g-%g",
|
||
|
(const char*)strType, m_rHotSpotRange, m_rFallOffRange);
|
||
|
|
||
|
return;
|
||
|
};
|
||
|
};
|