110 lines
3.6 KiB
C++
110 lines
3.6 KiB
C++
/* 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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#include "hpl1/engine/scene/Light2DPoint.h"
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#include "hpl1/engine/graphics/LowLevelGraphics.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cLight2DPoint::cLight2DPoint(tString asName) : iLight2D(asName) {
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UpdateBoundingBox();
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}
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//-----------------------------------------------------------------------
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cLight2DPoint::~cLight2DPoint() {
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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// TODO: Z might have to be some standard value...
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// Has 100 right now, this should be in some global value..
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int cLight2DPoint::Render(iLowLevelGraphics *apLowLevel, int alFirstIndex) {
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// make the center vetrex:
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cVector3f vTex(0);
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cVector3f vPos;
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cVector3f vLightPos = GetWorldPosition();
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vLightPos.z = 100;
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float fRadius = GetFarAttenuation();
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cColor Col = GetDiffuseColor() * mfIntensity;
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Col.a = 0;
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cVertex Vtx = cVertex(vLightPos, vTex, Col);
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apLowLevel->AddVertexToBatch(Vtx); // index 0!
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Col = cColor(0, 0);
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int idx = alFirstIndex + 1;
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for (float fAngle = 0; fAngle <= k2Pif; fAngle += k2Pif / 32) {
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vPos.x = vLightPos.x + fRadius * cos(fAngle); //*0.5;
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vPos.y = vLightPos.y + fRadius * sin(fAngle); //*0.5;
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vPos.z = 100;
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Vtx = cVertex(vPos, vTex, Col);
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apLowLevel->AddVertexToBatch(Vtx);
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if (idx > 0) {
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apLowLevel->AddIndexToBatch(alFirstIndex); // The center
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apLowLevel->AddIndexToBatch(idx); // The current point
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apLowLevel->AddIndexToBatch(idx - 1); // The previous point
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}
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idx++;
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}
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apLowLevel->AddIndexToBatch(alFirstIndex); // The center
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apLowLevel->AddIndexToBatch(alFirstIndex + 1); // The current point
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apLowLevel->AddIndexToBatch(idx - 1); // The previous point
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return idx;
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}
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//-----------------------------------------------------------------------
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const cRect2f &cLight2DPoint::GetBoundingBox() {
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return mBoundingBox;
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}
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//-----------------------------------------------------------------------
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bool cLight2DPoint::UpdateBoundingBox() {
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mBoundingBox = cRect2f(cVector2f(GetWorldPosition().x, GetWorldPosition().y) - mfFarAttenuation,
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cVector2f(mfFarAttenuation * 2));
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return true;
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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