/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * 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, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_LIGHT3D_H #define HPL_LIGHT3D_H #include "common/list.h" #include "hpl1/engine/graphics/GraphicsTypes.h" #include "hpl1/engine/graphics/Renderable.h" #include "hpl1/engine/scene/Entity3D.h" #include "hpl1/engine/scene/Light.h" #include "hpl1/std/set.h" class TiXmlElement; namespace hpl { enum eLight3DType { eLight3DType_Point, eLight3DType_Spot, eLight3DType_LastEnum }; enum eShadowVolumeType { eShadowVolumeType_None, eShadowVolumeType_ZPass, eShadowVolumeType_ZFail, eShadowVolumeType_LastEnum, }; class iLowLevelGraphics; class cRenderSettings; class cCamera3D; class cFrustum; class iGpuProgram; class iTexture; class cTextureManager; class cResources; class cFileSearcher; class cBillboard; class cSectorVisibilityContainer; typedef Hpl1::Std::set tCasterCacheSet; typedef tCasterCacheSet::iterator tCasterCacheSetIt; //------------------------------------------ kSaveData_ChildClass(iRenderable, iLight3D) { kSaveData_ClassInit(iLight3D) public : tString msFalloffMap; cContainerList mlstBillboardIds; cColor mDiffuseColor; cColor mSpecularColor; float mfIntensity; float mfFarAttenuation; float mfNearAttenuation; float mfSourceRadius; bool mbCastShadows; bool mbAffectMaterial; cColor mColAdd; float mfRadiusAdd; cColor mDestCol; float mfDestRadius; float mfFadeTime; bool mbFlickering; tString msFlickerOffSound; tString msFlickerOnSound; tString msFlickerOffPS; tString msFlickerOnPS; float mfFlickerOnMinLength; float mfFlickerOffMinLength; float mfFlickerOnMaxLength; float mfFlickerOffMaxLength; cColor mFlickerOffColor; float mfFlickerOffRadius; bool mbFlickerFade; float mfFlickerOnFadeLength; float mfFlickerOffFadeLength; cColor mFlickerOnColor; float mfFlickerOnRadius; bool mbFlickerOn; float mfFlickerTime; float mfFlickerStateLength; }; //------------------------------------------ class iLight3D : public iLight, public iRenderable { typedef iRenderable super; public: iLight3D(tString asName, cResources *apResources); virtual ~iLight3D(); void UpdateLogic(float afTimeStep); virtual void SetFarAttenuation(float afX); virtual void SetNearAttenuation(float afX); cVector3f GetLightPosition(); virtual bool BeginDraw(cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics); virtual void EndDraw(cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics); bool CheckObjectIntersection(iRenderable *apObject); void AddShadowCaster(iRenderable *apObject, cFrustum *apFrustum, bool abStatic, cRenderList *apRenderList); bool HasStaticCasters(); void ClearCasters(bool abClearStatic); void SetAllStaticCastersAdded(bool abX) { mbStaticCasterAdded = abX; } bool AllStaticCastersAdded() { return mbStaticCasterAdded; } eLight3DType GetLightType() { return mLightType; } // iEntity implementation tString GetEntityType() { return "iLight3D"; } bool IsVisible(); void SetVisible(bool abVisible); iTexture *GetFalloffMap(); void SetFalloffMap(iTexture *apTexture); // Renderable implementation: iMaterial *GetMaterial() { return NULL; } iVertexBuffer *GetVertexBuffer() { return NULL; } bool IsShadowCaster() { return false; } eRenderableType GetRenderType() { return eRenderableType_Light; } cBoundingVolume *GetBoundingVolume(); int GetMatrixUpdateCount() { return GetTransformUpdateCount(); } cMatrixf *GetModelMatrix(cCamera3D *apCamera); inline void RenderShadow(iRenderable *apObject, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics); void LoadXMLProperties(const tString asFile); void AttachBillboard(cBillboard *apBillboard); void RemoveBillboard(cBillboard *apBillboard); Common::Array *GetBillboardVec() { return &mvBillboards; } inline iTexture *GetTempTexture(size_t alIdx) { return mvTempTextures[alIdx]; } inline void SetTempTexture(size_t alIdx, iTexture *apTex) { mvTempTextures[alIdx] = apTex; } void SetOnlyAffectInSector(bool abX) { mbOnlyAffectInInSector = abX; } bool GetOnlyAffectInSector() { return mbOnlyAffectInInSector; } // SaveObject implementation virtual iSaveData *CreateSaveData(); virtual void SaveToSaveData(iSaveData *apSaveData); virtual void LoadFromSaveData(iSaveData *apSaveData); virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame); protected: void OnFlickerOff(); void OnFlickerOn(); void OnSetDiffuse(); virtual cSectorVisibilityContainer *CreateSectorVisibility() = 0; virtual void ExtraXMLProperties(TiXmlElement *apMainElem) {} virtual void UpdateBoundingVolume() = 0; virtual bool CreateClipRect(cRect2l &aCliprect, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics) = 0; eLight3DType mLightType; cTextureManager *mpTextureManager; cFileSearcher *mpFileSearcher; iTexture *mpFalloffMap; iTexture *mvTempTextures[3]; Common::Array mvBillboards; cMatrixf mtxTemp; tCasterCacheSet m_setStaticCasters; tCasterCacheSet m_setDynamicCasters; bool mbStaticCasterAdded; bool mbOnlyAffectInInSector; int mlSectorVisibilityCount; cSectorVisibilityContainer *mpVisSectorCont; unsigned int *mpIndexArray; }; typedef Common::List tLight3DList; typedef tLight3DList::iterator tLight3DListIt; } // namespace hpl #endif // HPL_LIGHT3D_H