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engines/hpl1/engine/scene/Light.h
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159
engines/hpl1/engine/scene/Light.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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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 the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_LIGHT_H
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#define HPL_LIGHT_H
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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namespace hpl {
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class iLowLevelGraphics;
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class cWorld3D;
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class iLight {
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public:
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iLight();
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virtual ~iLight() = default;
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//////////////////////////
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// Fading
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void FadeTo(const cColor &aCol, float afRadius, float afTime);
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bool IsFading();
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cColor GetDestColor() { return mDestCol; }
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float GetDestRadius() { return mfDestRadius; }
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//////////////////////////
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// FLickering
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void SetFlickerActive(bool abX);
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bool GetFlickerActive() { return mbFlickering; }
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void SetFlicker(const cColor &aOffCol, float afOffRadius,
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float afOnMinLength, float afOnMaxLength, const tString &asOnSound, const tString &asOnPS,
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float afOffMinLength, float afOffMaxLength, const tString &asOffSound, const tString &asOffPS,
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bool abFade, float afOnFadeLength, float afOffFadeLength);
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tString GetFlickerOffSound() { return msFlickerOffSound; }
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tString GetFlickerOnSound() { return msFlickerOnSound; }
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tString GetFlickerOffPS() { return msFlickerOffPS; }
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tString GetFlickerOnPS() { return msFlickerOnPS; }
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float GetFlickerOnMinLength() { return mfFlickerOnMinLength; }
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float GetFlickerOffMinLength() { return mfFlickerOffMinLength; }
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float GetFlickerOnMaxLength() { return mfFlickerOnMaxLength; }
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float GetFlickerOffMaxLength() { return mfFlickerOffMaxLength; }
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cColor GetFlickerOffColor() { return mFlickerOffColor; }
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float GetFlickerOffRadius() { return mfFlickerOffRadius; }
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bool GetFlickerFade() { return mbFlickerFade; }
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float GetFlickerOnFadeLength() { return mfFlickerOnFadeLength; }
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float GetFlickerOffFadeLength() { return mfFlickerOffFadeLength; }
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cColor GetFlickerOnColor() { return mFlickerOnColor; }
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float GetFlickerOnRadius() { return mfFlickerOnRadius; }
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//////////////////////////
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// Properties
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const cColor &GetDiffuseColor() { return mDiffuseColor; }
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void SetDiffuseColor(cColor aColor);
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const cColor &GetSpecularColor() { return mSpecularColor; }
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void SetSpecularColor(cColor aColor) { mSpecularColor = aColor; }
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float GetIntensity() { return mfIntensity; }
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void SetIntensity(float afX) { mfIntensity = afX; }
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bool GetCastShadows() { return mbCastShadows; }
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void SetCastShadows(bool afX) { mbCastShadows = afX; }
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bool GetAffectMaterial() { return mbAffectMaterial; }
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void SetAffectMaterial(bool afX) { mbAffectMaterial = afX; }
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float GetFarAttenuation() { return mfFarAttenuation; }
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float GetNearAttenuation() { return mfNearAttenuation; }
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virtual void SetFarAttenuation(float afX) = 0;
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virtual void SetNearAttenuation(float afX) = 0;
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float GetSourceRadius() { return mfSourceRadius; }
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void SetSourceRadius(float afX) { mfSourceRadius = afX; }
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virtual cVector3f GetLightPosition() = 0;
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void UpdateLight(float afTimeStep);
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void SetWorld3D(cWorld3D *apWorld) { mpWorld3D = apWorld; }
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protected:
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virtual void OnFlickerOff() {}
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virtual void OnFlickerOn() {}
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virtual void OnSetDiffuse() {}
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cColor mDiffuseColor;
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cColor mSpecularColor;
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float mfIntensity;
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float mfFarAttenuation;
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float mfNearAttenuation;
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float mfSourceRadius;
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bool mbCastShadows;
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bool mbAffectMaterial;
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cWorld3D *mpWorld3D;
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///////////////////////////
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// Fading.
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cColor mColAdd;
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float mfRadiusAdd;
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cColor mDestCol;
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float mfDestRadius;
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float mfFadeTime;
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///////////////////////////
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// Flicker
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bool mbFlickering;
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tString msFlickerOffSound;
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tString msFlickerOnSound;
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tString msFlickerOffPS;
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tString msFlickerOnPS;
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float mfFlickerOnMinLength;
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float mfFlickerOffMinLength;
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float mfFlickerOnMaxLength;
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float mfFlickerOffMaxLength;
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cColor mFlickerOffColor;
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float mfFlickerOffRadius;
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bool mbFlickerFade;
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float mfFlickerOnFadeLength;
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float mfFlickerOffFadeLength;
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cColor mFlickerOnColor;
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float mfFlickerOnRadius;
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bool mbFlickerOn;
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float mfFlickerTime;
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float mfFlickerStateLength;
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};
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} // namespace hpl
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#endif // HPL_LIGHT_H
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