colobot/src/graphics/engine/lightman.h

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// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * 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 http://www.gnu.org/licenses/.
/**
* \file graphics/engine/lightman.h
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* \brief Dynamic light manager - CLightManager class
*/
#pragma once
#include "graphics/core/color.h"
#include "graphics/core/light.h"
#include "graphics/engine/engine.h"
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#include "math/vector.h"
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// Graphics module namespace
namespace Gfx {
/**
\struct LightProgression
\brief Describes the progression of light parameters change */
struct LightProgression
{
//! Starting value
float starting;
//! Ending (destination) value
float ending;
//! Current value
float current;
//! Progress from start to end
float progress;
//! Speed of progression
float speed;
LightProgression()
{
starting = ending = current = progress = speed = 0.0f;
}
//! Initializes the progression
void Init(float value);
//! Updates the progression
void Update(float rTime);
//! Sets the new end value (starting is set to current)
void SetTarget(float value);
};
/**
* \enum LightPriority
* \brief Priority in light assignment
*/
enum LightPriority
{
LIGHT_PRI_HIGH,
LIGHT_PRI_LOW
};
/**
\struct DynamicLight
\brief Dynamic light in 3D scene
It is an extension over standard light properties. Added are dynamic progressions for light
colors and intensity and types of objects included/excluded in lighting. */
struct DynamicLight
{
//! Whether the light is used
bool used;
//! Whether the light is turned on
bool enabled;
//! Priority in assignment
LightPriority priority;
//! Configuration of the light
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Light light;
//! Progression of intensity [0, 1]
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LightProgression intensity;
//! Progression of red diffuse color
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LightProgression colorRed;
//! Progression of green diffuse color
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LightProgression colorGreen;
//! Progression of blue diffuse color
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LightProgression colorBlue;
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//! Type of objects included in lighting with this light; if ENG_OBJTYPE_NULL is used, it is ignored
EngineObjectType includeType;
//! Type of objects excluded from lighting with this light; if ENG_OBJTYPE_NULL is used, it is ignored
EngineObjectType excludeType;
DynamicLight();
};
/**
\class CLightManager
\brief Manager for dynamic lights in 3D scene
(Old CLight class)
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The class is responsible for managing dynamic lights (struct DynamicLight) used in 3D scene.
The dynamic lights are created, updated and deleted through the class' interface.
Number of available lights depends on graphics device used. Class allocates vector
for the total number of lights, but only some are used.
*/
class CLightManager
{
public:
//! Constructor
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CLightManager(CInstanceManager *iMan, CEngine* engine);
//! Destructor
virtual ~CLightManager();
//! Sets the device to be used
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void SetDevice(CDevice* device);
//! Clears and disables all lights
void FlushLights();
//! Creates a new dynamic light and returns its index (lightRank)
int CreateLight(LightPriority priority = LIGHT_PRI_LOW);
//! Deletes and disables the given dynamic light
bool DeleteLight(int lightRank);
//! Sets the light parameters for dynamic light
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bool SetLight(int lightRank, const Light &light);
//! Returns the light parameters for given dynamic light
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bool GetLight(int lightRank, Light &light);
//! Enables/disables the given dynamic light
bool SetLightEnabled(int lightRank, bool enable);
//! Sets what objects are included in given dynamic light
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bool SetLightIncludeType(int lightRank, EngineObjectType type);
//! Sets what objects are excluded from given dynamic light
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bool SetLightExcludeType(int lightRank, EngineObjectType type);
//! Sets the position of dynamic light
bool SetLightPos(int lightRank, const Math::Vector &pos);
//! Returns the position of dynamic light
Math::Vector GetLightPos(int lightRank);
//! Sets the direction of dynamic light
bool SetLightDir(int lightRank, const Math::Vector &dir);
//! Returns the direction of dynamic light
Math::Vector GetLightDir(int lightRank);
//! Sets the destination intensity for dynamic light's intensity progression
bool SetLightIntensity(int lightRank, float value);
//! Returns the current light intensity
float GetLightIntensity(int lightRank);
//! Sets the rate of change for dynamic light intensity
bool SetLightIntensitySpeed(int lightRank, float speed);
//! Adjusts the color of all dynamic lights
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void AdaptLightColor(const Color &color, float factor);
//! Sets the destination color for dynamic light's color progression
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bool SetLightColor(int lightRank, const Color &color);
//! Returns current light color
Color GetLightColor(int lightRank);
//! Sets the rate of change for dynamic light colors (RGB)
bool SetLightColorSpeed(int lightRank, float speed);
//! Updates progression of dynamic lights
void UpdateProgression(float rTime);
//! Updates (recalculates) all dynamic lights
void UpdateLights();
//! Enables or disables dynamic lights affecting the given object type
void UpdateDeviceLights(EngineObjectType type);
protected:
CInstanceManager* m_iMan;
CEngine* m_engine;
CDevice* m_device;
//! Current time
float m_time;
//! List of dynamic lights
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std::vector<DynamicLight> m_dynLights;
//! Map of current light allotment: graphics light -> dynamic light
std::vector<int> m_lightMap;
};
}; // namespace Gfx