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engines/hpl1/engine/scene/Light3D.h
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228
engines/hpl1/engine/scene/Light3D.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_LIGHT3D_H
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#define HPL_LIGHT3D_H
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#include "common/list.h"
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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#include "hpl1/engine/graphics/Renderable.h"
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#include "hpl1/engine/scene/Entity3D.h"
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#include "hpl1/engine/scene/Light.h"
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#include "hpl1/std/set.h"
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class TiXmlElement;
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namespace hpl {
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enum eLight3DType {
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eLight3DType_Point,
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eLight3DType_Spot,
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eLight3DType_LastEnum
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};
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enum eShadowVolumeType {
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eShadowVolumeType_None,
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eShadowVolumeType_ZPass,
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eShadowVolumeType_ZFail,
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eShadowVolumeType_LastEnum,
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};
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class iLowLevelGraphics;
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class cRenderSettings;
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class cCamera3D;
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class cFrustum;
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class iGpuProgram;
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class iTexture;
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class cTextureManager;
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class cResources;
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class cFileSearcher;
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class cBillboard;
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class cSectorVisibilityContainer;
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typedef Hpl1::Std::set<iRenderable *> tCasterCacheSet;
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typedef tCasterCacheSet::iterator tCasterCacheSetIt;
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//------------------------------------------
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kSaveData_ChildClass(iRenderable, iLight3D) {
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kSaveData_ClassInit(iLight3D) public : tString msFalloffMap;
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cContainerList<int> mlstBillboardIds;
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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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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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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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//------------------------------------------
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class iLight3D : public iLight, public iRenderable {
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typedef iRenderable super;
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public:
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iLight3D(tString asName, cResources *apResources);
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virtual ~iLight3D();
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void UpdateLogic(float afTimeStep);
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virtual void SetFarAttenuation(float afX);
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virtual void SetNearAttenuation(float afX);
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cVector3f GetLightPosition();
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virtual bool BeginDraw(cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics);
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virtual void EndDraw(cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics);
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bool CheckObjectIntersection(iRenderable *apObject);
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void AddShadowCaster(iRenderable *apObject, cFrustum *apFrustum, bool abStatic, cRenderList *apRenderList);
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bool HasStaticCasters();
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void ClearCasters(bool abClearStatic);
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void SetAllStaticCastersAdded(bool abX) { mbStaticCasterAdded = abX; }
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bool AllStaticCastersAdded() { return mbStaticCasterAdded; }
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eLight3DType GetLightType() { return mLightType; }
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// iEntity implementation
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tString GetEntityType() { return "iLight3D"; }
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bool IsVisible();
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void SetVisible(bool abVisible);
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iTexture *GetFalloffMap();
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void SetFalloffMap(iTexture *apTexture);
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// Renderable implementation:
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iMaterial *GetMaterial() { return NULL; }
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iVertexBuffer *GetVertexBuffer() { return NULL; }
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bool IsShadowCaster() { return false; }
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eRenderableType GetRenderType() { return eRenderableType_Light; }
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cBoundingVolume *GetBoundingVolume();
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int GetMatrixUpdateCount() { return GetTransformUpdateCount(); }
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cMatrixf *GetModelMatrix(cCamera3D *apCamera);
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inline void RenderShadow(iRenderable *apObject, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics);
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void LoadXMLProperties(const tString asFile);
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void AttachBillboard(cBillboard *apBillboard);
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void RemoveBillboard(cBillboard *apBillboard);
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Common::Array<cBillboard *> *GetBillboardVec() { return &mvBillboards; }
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inline iTexture *GetTempTexture(size_t alIdx) { return mvTempTextures[alIdx]; }
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inline void SetTempTexture(size_t alIdx, iTexture *apTex) { mvTempTextures[alIdx] = apTex; }
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void SetOnlyAffectInSector(bool abX) { mbOnlyAffectInInSector = abX; }
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bool GetOnlyAffectInSector() { return mbOnlyAffectInInSector; }
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// SaveObject implementation
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virtual iSaveData *CreateSaveData();
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virtual void SaveToSaveData(iSaveData *apSaveData);
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virtual void LoadFromSaveData(iSaveData *apSaveData);
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virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
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protected:
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void OnFlickerOff();
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void OnFlickerOn();
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void OnSetDiffuse();
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virtual cSectorVisibilityContainer *CreateSectorVisibility() = 0;
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virtual void ExtraXMLProperties(TiXmlElement *apMainElem) {}
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virtual void UpdateBoundingVolume() = 0;
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virtual bool CreateClipRect(cRect2l &aCliprect, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics) = 0;
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eLight3DType mLightType;
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cTextureManager *mpTextureManager;
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cFileSearcher *mpFileSearcher;
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iTexture *mpFalloffMap;
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iTexture *mvTempTextures[3];
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Common::Array<cBillboard *> mvBillboards;
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cMatrixf mtxTemp;
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tCasterCacheSet m_setStaticCasters;
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tCasterCacheSet m_setDynamicCasters;
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bool mbStaticCasterAdded;
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bool mbOnlyAffectInInSector;
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int mlSectorVisibilityCount;
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cSectorVisibilityContainer *mpVisSectorCont;
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unsigned int *mpIndexArray;
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};
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typedef Common::List<iLight3D *> tLight3DList;
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typedef tLight3DList::iterator tLight3DListIt;
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} // namespace hpl
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#endif // HPL_LIGHT3D_H
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