forked from Mirrors/openclonk
54 lines
1.9 KiB
C++
54 lines
1.9 KiB
C++
#ifndef C4FOWLIGHT_H
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#define C4FOWLIGHT_H
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#include "C4Object.h"
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#include "C4Rect.h"
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#include "C4Surface.h"
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#include "C4FacetEx.h"
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/** This class represents one light source. A light source has an associated object with which the light source moves
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and one light section that handles the light rays for each direction (up, down, left, right).
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Furthermore, each light source has a size. This is usually the object's PlrViewRange. See SetReach.
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*/
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class C4FoWLight
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{
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friend class C4FoW;
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public:
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C4FoWLight(C4Object *pObj);
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~C4FoWLight();
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private:
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int32_t iX, iY; // center position
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int32_t iReach; // maximum length of rays
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int32_t iFadeout; // number of pixels over which rays fade out
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int32_t iSize; // size of the light source. Decides smoothness of shadows
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class C4FoWLightSection *pSections;
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C4FoWLight *pNext;
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C4Object *pObj; // Associated object
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public:
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int32_t getX() const { return iX; }
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int32_t getY() const { return iY; }
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int32_t getReach() const { return iReach; }
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int32_t getFadeout() const { return iFadeout; }
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// ASK: the code suggests taht total reach is iReach and iFadeout is subtracted from it
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int32_t getTotalReach() const { return iReach + iFadeout; }
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int32_t getSize() const { return iSize; }
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C4FoWLight *getNext() const { return pNext; }
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C4Object *getObj() const { return pObj; }
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/** Sets the light's size in pixels. The reach is the total radius of the light while the fadeout is the number of
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pixels after which the light should dim down */
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void SetReach(int32_t iReach, int32_t iFadeout);
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/** Triggers the recalculation of all light rays within the given rectangle for this light because the landscape changed. */
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void Invalidate(C4Rect r);
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/** Update all light rays within the given rectangle for this light */
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void Update(C4Rect r);
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void Render(class C4FoWRegion *pRegion, const C4TargetFacet *pOnScreen = NULL);
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};
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#endif |