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https://github.com/libretro/scummvm.git
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119 lines
3.1 KiB
C++
119 lines
3.1 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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#ifndef BLADERUNNER_LIGHT_H
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#define BLADERUNNER_LIGHT_H
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#include "bladerunner/matrix.h"
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#include "bladerunner/color.h"
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#include "common/stream.h"
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namespace Common{
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class ReadStream;
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}
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namespace BladeRunner {
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class Lights;
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class Light {
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friend class Debugger;
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friend class Lights;
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friend class SliceRenderer;
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protected:
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Common::String _name;
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int _frameCount;
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int _animated;
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int _animatedParameters;
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Matrix4x3 _matrix;
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Color _color;
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float _falloffStart;
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float _falloffEnd;
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float _angleStart;
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float _angleEnd;
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float *_animationData;
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float *_m11ptr;
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float *_m12ptr;
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float *_m13ptr;
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float *_m14ptr;
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float *_m21ptr;
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float *_m22ptr;
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float *_m23ptr;
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float *_m24ptr;
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float *_m31ptr;
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float *_m32ptr;
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float *_m33ptr;
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float *_m34ptr;
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float *_colorRPtr;
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float *_colorGPtr;
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float *_colorBPtr;
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float *_falloffStartPtr;
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float *_falloffEndPtr;
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float *_angleStartPtr;
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float *_angleEndPtr;
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public:
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Light();
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virtual ~Light();
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void read(Common::ReadStream *stream, int frameCount, int frame, int animated);
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void readVqa(Common::ReadStream *stream, int frameCount, int frame, int animated);
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void setupFrame(int frame);
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virtual float calculate(Vector3 start, Vector3 end) const;
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virtual void calculateColor(Color *outColor, Vector3 position) const;
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protected:
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float calculateFalloutCoefficient(Vector3 start, Vector3 end, float a3, float a4) const;
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float attenuation(float min, float max, float distance) const;
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};
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class Light1 : public Light {
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float calculate(Vector3 start, Vector3 end) const override;
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void calculateColor(Color *outColor, Vector3 position) const override;
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};
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class Light2 : public Light {
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float calculate(Vector3 start, Vector3 end) const override;
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void calculateColor(Color *outColor, Vector3 position) const override;
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};
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class Light3 : public Light {
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void calculateColor(Color *outColor, Vector3 position) const override;
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};
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class Light4 : public Light {
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void calculateColor(Color *outColor, Vector3 position) const override;
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};
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class LightAmbient : public Light {
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float calculate(Vector3 start, Vector3 end) const override;
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void calculateColor(Color *outColor, Vector3 position) const override;
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};
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} // End of namespace BladeRunner
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#endif
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