Serious-Engine/Sources/Engine/Light/LensFlares.h
2016-03-11 18:20:51 -06:00

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2.3 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_LENSFLARES_H
#define SE_INCL_LENSFLARES_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Graphics/Texture.h>
#include <Engine/Templates/StaticArray.h>
/*
* Structure describing one flare in lens flare effect.
*/
#define OLF_FADESIZE (1L<<0) // change size when fading
#define OLF_FADEINTENSITY (1L<<1) // change intensity when fading
#define OLF_FADEOFCENTER (1L<<2) // fade if away from screen center
class ENGINE_API COneLensFlare {
public:
CTextureObject olf_toTexture; // texture used for this flare
FLOAT olf_fReflectionPosition; // 0=light 1=center of screen
FLOAT olf_fSizeIOverScreenSizeI; // flare dimensions relative to screen size
FLOAT olf_fSizeJOverScreenSizeI;
FLOAT olf_fLightAmplification; // amplification for light color
FLOAT olf_fLightDesaturation; // desaturation factor for light color (1=monochrome)
FLOAT oft_fFallOffFactor; // flare falloff relative to light falloff
ANGLE olf_aRotationFactor; // flare rotation (deg/screen width)
ULONG olf_ulFlags;
};
/*
* Structure describing specific kind of lens flare effect.
*/
class ENGINE_API CLensFlareType {
public:
CStaticArray<COneLensFlare> lft_aolfFlares; // all flares for this effect
// glaring when light source is near screen center
FLOAT lft_fGlareCompression; // glaring compression towards center
FLOAT lft_fGlareIntensity; // maximum glare intensity
FLOAT lft_fGlareFallOffFactor; // glare falloff relative to light falloff
FLOAT lft_fGlareDesaturation; // desaturation factor for center glare (1=monochrome)
};
#endif /* include-once check. */