scummvm/engines/twp/lighting.h
Eugene Sandulenko ecbec954d9
Revert "TWP: Pull the engine by request"
This reverts commit 16e2606853.
2024-03-16 22:12:44 +01:00

72 lines
2.0 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef TWP_LIGHTING_H
#define TWP_LIGHTING_H
#include "twp/gfx.h"
#include "twp/spritesheet.h"
#define MAX_LIGHTS 50
namespace Twp {
struct Lights;
class Lighting : public Shader {
public:
Lighting();
virtual ~Lighting();
void setSpriteOffset(const Math::Vector2d &offset);
void setSpriteSheetFrame(const SpriteSheetFrame &frame, const Texture &getNumTextures, bool flipX);
void update(const Lights &lights);
private:
virtual void applyUniforms() final;
public:
Math::Vector2d _contentSize;
Math::Vector2d _spriteOffset;
Math::Vector2d _spritePosInSheet;
Math::Vector2d _spriteSizeRelToSheet;
bool _debug = false; // if true change the way we draw the lights to debug them easily
Color _ambientLight; // Ambient light color
int u_numberLights = 0;
float u_lightPos[3 * MAX_LIGHTS];
float u_coneDirection[2 * MAX_LIGHTS];
float u_coneCosineHalfConeAngle[MAX_LIGHTS];
float u_coneFalloff[MAX_LIGHTS];
float u_lightColor[3 * MAX_LIGHTS];
float u_brightness[MAX_LIGHTS];
float u_cutoffRadius[MAX_LIGHTS];
float u_halfRadius[MAX_LIGHTS];
private:
bool _currentDebug = false;
};
} // namespace Twp
#endif