mirror of
https://github.com/ptitSeb/Serious-Engine
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101 lines
4.2 KiB
C++
101 lines
4.2 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_LIGHTSOURCE_H
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#define SE_INCL_LIGHTSOURCE_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Lists.h>
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/*
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* Structure describing properties of a light source entity.
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*/
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#define LSF_DIRECTIONAL (1L<<0) // rays are not emanating from point, but from direction
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#define LSF_CASTSHADOWS (1L<<1) // light can cast shadows
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#define LSF_DIFFUSION (1L<<2) // intensity depends on angle with polygon normal
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#define LSF_DARKLIGHT (1L<<3) // darkens polygons instead of lighting them
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#define LSF_SUBSTRACTSECTORAMBIENT (1L<<4) // sector ambient is substract from intensity
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#define LSF_NONPERSISTENT (1L<<5) // not saved (can change during game)
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#define LSF_LENSFLAREONLY (1L<<6) // no light, only lens flare
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#define LSF_DYNAMIC (1L<<7) // dynamic light (fast frequent caching, no shadows)
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class ENGINE_API CLightSource
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{
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public:
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// implementation:
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// constructor
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CLightSource(void);
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// destructor
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~CLightSource(void);
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CListHead ls_lhLayers; // list of shadow map layers of this light source
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class CEntity *ls_penEntity; // the entity of this light source
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ULONG ls_ulFlags; // various flags
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RANGE ls_rHotSpot; // distance before intensity starts to fall off
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RANGE ls_rFallOff; // distance before intensity reaches zero
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COLOR ls_colColor; // light color
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COLOR ls_colAmbient; // ambient color (for directional lights only)
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UBYTE ls_ubLightAnimationObject; // light animation - 0 for non animating lights
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UBYTE ls_ubPolygonalMask; // mask for casting rays only through some polygons
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FLOAT ls_fNearClipDistance; // clip plane distance near light
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FLOAT ls_fFarClipDistance; // clip plane distance near polygon
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class CLensFlareType *ls_plftLensFlare; // type of lens flare to use or NULL for none
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CAnimObject *ls_paoLightAnimation; // animobject for light animating
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CAnimObject *ls_paoAmbientLightAnimation; // animobject for light animating
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// test if a polygon has a layer from this light source
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BOOL PolygonHasLayer(CBrushPolygon &bpo);
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// set layer parameters
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void SetLayerParameters(CBrushShadowLayer &bsl, CBrushPolygon &bpo, class CLightRectangle &lr);
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// update layer parameters
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void UpdateLayer(CBrushShadowLayer &bsl);
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// add a layer to a polygon
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void AddLayer(CBrushPolygon &bpo);
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// update layer parameters
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void UpdateLayer(CBrushPolygon &bpo);
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// uncache all influenced shadow maps, but keep shadow layers
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void UncacheShadowMaps(void);
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// discard all linked shadow layers
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void DiscardShadowLayers(void);
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// find all shadow maps that should have layers from this light source
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void FindShadowLayers(BOOL bSelectedOnly);
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void FindShadowLayersDirectional(BOOL bSelectedOnly);
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void FindShadowLayersPoint(BOOL bSelectedOnly);
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// update shadow map on all terrains in world
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void UpdateTerrains(CPlacement3D plOld, CPlacement3D plNew);
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void UpdateTerrains(void);
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// interface:
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// set properties of the light source without discarding shadows
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void SetLightSourceWithNoDiscarding(const CLightSource &lsOriginal);
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// set properties of the light source and discard shadows if neccessary
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void SetLightSource(const CLightSource &lsOriginal);
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// get color of light acounting for possible animation
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COLOR GetLightColor(void) const;
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void GetLightColor( UBYTE &ubR, UBYTE &ubG, UBYTE &ubB) const;
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COLOR GetLightAmbient(void) const;
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void GetLightAmbient( UBYTE &ubAR, UBYTE &ubAG, UBYTE &ubAB) const;
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inline void GetLightColorAndAmbient( COLOR &colLight, COLOR &colAmbient) const {
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colLight = GetLightColor();
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colAmbient = GetLightAmbient();
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}
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inline void GetLightColorAndAmbient( UBYTE &ubR, UBYTE &ubG, UBYTE &ubB,
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UBYTE &ubAR, UBYTE &ubAG, UBYTE &ubAB) const {
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GetLightColor( ubR, ubG, ubB);
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GetLightAmbient( ubAR, ubAG, ubAB);
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}
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// read/write from a stream
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void Read_t( CTStream *pstrm); // throw char *
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void Write_t( CTStream *pstrm); // throw char *
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};
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#endif /* include-once check. */
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