mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-27 04:35:52 +01:00
114 lines
4.8 KiB
C++
114 lines
4.8 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
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, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
#ifndef SE_INCL_LIGHTSOURCE_H
|
|
#define SE_INCL_LIGHTSOURCE_H
|
|
#ifdef PRAGMA_ONCE
|
|
#pragma once
|
|
#endif
|
|
|
|
#include <Engine/Base/Lists.h>
|
|
|
|
/*
|
|
* Structure describing properties of a light source entity.
|
|
*/
|
|
#define LSF_DIRECTIONAL (1L<<0) // rays are not emanating from point, but from direction
|
|
#define LSF_CASTSHADOWS (1L<<1) // light can cast shadows
|
|
#define LSF_DIFFUSION (1L<<2) // intensity depends on angle with polygon normal
|
|
#define LSF_DARKLIGHT (1L<<3) // darkens polygons instead of lighting them
|
|
#define LSF_SUBSTRACTSECTORAMBIENT (1L<<4) // sector ambient is substract from intensity
|
|
#define LSF_NONPERSISTENT (1L<<5) // not saved (can change during game)
|
|
#define LSF_LENSFLAREONLY (1L<<6) // no light, only lens flare
|
|
#define LSF_DYNAMIC (1L<<7) // dynamic light (fast frequent caching, no shadows)
|
|
|
|
class ENGINE_API CLightSource
|
|
{
|
|
public:
|
|
// implementation:
|
|
// constructor
|
|
CLightSource(void);
|
|
// destructor
|
|
~CLightSource(void);
|
|
CListHead ls_lhLayers; // list of shadow map layers of this light source
|
|
class CEntity *ls_penEntity; // the entity of this light source
|
|
|
|
ULONG ls_ulFlags; // various flags
|
|
|
|
RANGE ls_rHotSpot; // distance before intensity starts to fall off
|
|
RANGE ls_rFallOff; // distance before intensity reaches zero
|
|
|
|
COLOR ls_colColor; // light color
|
|
COLOR ls_colAmbient; // ambient color (for directional lights only)
|
|
UBYTE ls_ubLightAnimationObject; // light animation - 0 for non animating lights
|
|
UBYTE ls_ubPolygonalMask; // mask for casting rays only through some polygons
|
|
|
|
FLOAT ls_fNearClipDistance; // clip plane distance near light
|
|
FLOAT ls_fFarClipDistance; // clip plane distance near polygon
|
|
|
|
class CLensFlareType *ls_plftLensFlare; // type of lens flare to use or NULL for none
|
|
CAnimObject *ls_paoLightAnimation; // animobject for light animating
|
|
CAnimObject *ls_paoAmbientLightAnimation; // animobject for light animating
|
|
|
|
// test if a polygon has a layer from this light source
|
|
BOOL PolygonHasLayer(CBrushPolygon &bpo);
|
|
|
|
// set layer parameters
|
|
void SetLayerParameters(CBrushShadowLayer &bsl, CBrushPolygon &bpo, class CLightRectangle &lr);
|
|
// update layer parameters
|
|
void UpdateLayer(CBrushShadowLayer &bsl);
|
|
// add a layer to a polygon
|
|
void AddLayer(CBrushPolygon &bpo);
|
|
// update layer parameters
|
|
void UpdateLayer(CBrushPolygon &bpo);
|
|
// uncache all influenced shadow maps, but keep shadow layers
|
|
void UncacheShadowMaps(void);
|
|
// discard all linked shadow layers
|
|
void DiscardShadowLayers(void);
|
|
// find all shadow maps that should have layers from this light source
|
|
void FindShadowLayers(BOOL bSelectedOnly);
|
|
void FindShadowLayersDirectional(BOOL bSelectedOnly);
|
|
void FindShadowLayersPoint(BOOL bSelectedOnly);
|
|
// update shadow map on all terrains in world
|
|
void UpdateTerrains(CPlacement3D plOld, CPlacement3D plNew);
|
|
void UpdateTerrains(void);
|
|
|
|
// interface:
|
|
// set properties of the light source without discarding shadows
|
|
void SetLightSourceWithNoDiscarding(const CLightSource &lsOriginal);
|
|
// set properties of the light source and discard shadows if neccessary
|
|
void SetLightSource(const CLightSource &lsOriginal);
|
|
// get color of light acounting for possible animation
|
|
COLOR GetLightColor(void) const;
|
|
void GetLightColor( UBYTE &ubR, UBYTE &ubG, UBYTE &ubB) const;
|
|
COLOR GetLightAmbient(void) const;
|
|
void GetLightAmbient( UBYTE &ubAR, UBYTE &ubAG, UBYTE &ubAB) const;
|
|
inline void GetLightColorAndAmbient( COLOR &colLight, COLOR &colAmbient) const {
|
|
colLight = GetLightColor();
|
|
colAmbient = GetLightAmbient();
|
|
}
|
|
inline void GetLightColorAndAmbient( UBYTE &ubR, UBYTE &ubG, UBYTE &ubB,
|
|
UBYTE &ubAR, UBYTE &ubAG, UBYTE &ubAB) const {
|
|
GetLightColor( ubR, ubG, ubB);
|
|
GetLightAmbient( ubAR, ubAG, ubAB);
|
|
}
|
|
// read/write from a stream
|
|
void Read_t( CTStream *pstrm); // throw char *
|
|
void Write_t( CTStream *pstrm); // throw char *
|
|
};
|
|
|
|
|
|
#endif /* include-once check. */
|
|
|