forked from Mirrors/openclonk
123 lines
5.0 KiB
C++
123 lines
5.0 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 2014-2016, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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#ifndef C4FOWLIGHT_H
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#define C4FOWLIGHT_H
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#include "C4ForbidLibraryCompilation.h"
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#ifndef USE_CONSOLE
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#include "object/C4Object.h"
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#include "graphics/C4Surface.h"
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#include "graphics/C4FacetEx.h"
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#include "landscape/fow/C4FoWLightSection.h"
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#include "landscape/fow/C4FoWDrawStrategy.h"
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#include "lib/C4Rect.h"
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#include <vector>
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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 beams for each direction (up, down, left, right).
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Furthermore, each light source has a size. This is usually the object's lightRange. 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 beams
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int32_t iFadeout; // number of pixels over which beams fade out
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int32_t iSize; // size of the light source. Decides smoothness of shadows
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float gBright; // brightness of the light source. 1.0 is maximum.
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float colorR; // red color component of the light source. 1.0 is maximum.
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float colorG; // green color component of the light source. 1.0 is maximum.
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float colorB; // blue color component of the light source. 1.0 is maximum.
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float colorV; // color value. 1.0 is maximum.
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float colorL; // color lightness. 1.0 is maximum.
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C4FoWLight *pNext;
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C4Object *pObj; // Associated object
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std::vector<C4FoWLightSection*> sections;
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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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int32_t getTotalReach() const { return iReach + iFadeout; }
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int32_t getSize() const { return iSize; }
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int32_t getNormalSize() const { return iSize * 2; }
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float getBrightness() const { return colorV * gBright; }
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float getR() const { return colorR; }
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float getG() const { return colorG; }
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float getB() const { return colorB; }
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float getValue() const { return colorV; }
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float getLightness() const { return colorL; }
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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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/** Sets the light's color in rgba format. */
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void SetColor(uint32_t iValue);
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/** Triggers the recalculation of all light beams 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 beams within the given rectangle for this light */
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void Update(C4Rect r);
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/** Render this light*/
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void Render(class C4FoWRegion *pRegion, const C4TargetFacet *pOnScreen, C4ShaderCall& call);
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bool IsVisibleForPlayer(C4Player *player) const; // check if attached to an object that is not hostile to the given player
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private:
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typedef std::list<class C4FoWBeamTriangle> TriangleList;
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/** Calculate "normal" fan points - where the normal hasn't maxed out yet */
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void CalculateFanMaxed(TriangleList &triangles) const;
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/** Calculate the intermediate fade points used for constructing the intermediate fade triangles later on */
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void CalculateIntermediateFadeTriangles(TriangleList &triangles) const;
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void ProjectPointOutward(float &x, float &y, float maxDistance) const;
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/** Draws the triangle fan (the area with 100% light around the light source) with the given strategy */
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void DrawFan(class C4FoWDrawStrategy* pen, TriangleList &triangles) const;
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/** Draws the triangle fan (100% light, maxed out normals) with the given strategy */
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void DrawFanMaxed(class C4FoWDrawStrategy* pen, TriangleList &triangles) const;
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/** Draws the fadeoot triangles - those around the triangle fan - with the given strategy */
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void DrawFade(C4FoWDrawStrategy* pen, TriangleList &triangles) const;
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/** Draws the fadeout triangles in between the normal fadeout triangles with the given strategy */
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void DrawIntermediateFadeTriangles(C4FoWDrawStrategy* pen, TriangleList &triangles) const;
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/** Returns the (squared) distance from this light source to the given point. Squared simply because we only need this
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for comparison of distances. So we don't bother to sqrt it */
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float GetSquaredDistanceTo(int32_t x, int32_t y) const { return (x - getX()) * (x - getX()) + (y - getY()) * (y - getY()); }
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/* Draw strategy instances. We keep them around once created, so they can
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* reuse a VBO between individual renderings. */
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std::unique_ptr<C4FoWDrawStrategy> OnScreenStrategy;
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std::unique_ptr<C4FoWDrawStrategy> OffScreenStrategy;
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};
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#endif
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#endif
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