mirror of
https://github.com/ptitSeb/Serious-Engine
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61 lines
2.3 KiB
C++
61 lines
2.3 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_LENSFLARES_H
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#define SE_INCL_LENSFLARES_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/Graphics/Texture.h>
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#include <Engine/Templates/StaticArray.h>
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/*
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* Structure describing one flare in lens flare effect.
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*/
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#define OLF_FADESIZE (1L<<0) // change size when fading
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#define OLF_FADEINTENSITY (1L<<1) // change intensity when fading
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#define OLF_FADEOFCENTER (1L<<2) // fade if away from screen center
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class ENGINE_API COneLensFlare {
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public:
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CTextureObject olf_toTexture; // texture used for this flare
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FLOAT olf_fReflectionPosition; // 0=light 1=center of screen
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FLOAT olf_fSizeIOverScreenSizeI; // flare dimensions relative to screen size
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FLOAT olf_fSizeJOverScreenSizeI;
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FLOAT olf_fLightAmplification; // amplification for light color
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FLOAT olf_fLightDesaturation; // desaturation factor for light color (1=monochrome)
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FLOAT oft_fFallOffFactor; // flare falloff relative to light falloff
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ANGLE olf_aRotationFactor; // flare rotation (deg/screen width)
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ULONG olf_ulFlags;
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};
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/*
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* Structure describing specific kind of lens flare effect.
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*/
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class ENGINE_API CLensFlareType {
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public:
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CStaticArray<COneLensFlare> lft_aolfFlares; // all flares for this effect
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// glaring when light source is near screen center
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FLOAT lft_fGlareCompression; // glaring compression towards center
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FLOAT lft_fGlareIntensity; // maximum glare intensity
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FLOAT lft_fGlareFallOffFactor; // glare falloff relative to light falloff
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FLOAT lft_fGlareDesaturation; // desaturation factor for center glare (1=monochrome)
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};
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#endif /* include-once check. */
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