154 lines
4.1 KiB
C++
154 lines
4.1 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. 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 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* CLightEnv, a class describing the current lights
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*/
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#ifndef INCLUDED_LIGHTENV
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#define INCLUDED_LIGHTENV
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#include "Color.h"
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#include "maths/Vector3D.h"
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class CMapWriter;
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class CMapReader;
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/**
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* Class CLightEnv: description of a lighting environment - contains all the
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* necessary parameters for representation of the lighting within a scenario
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*/
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class CLightEnv
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{
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friend class CMapWriter;
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friend class CMapReader;
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friend class CXMLReader;
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private:
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/**
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* m_Elevation: Height of sun above the horizon, in radians.
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* For example, an elevation of M_PI/2 means the sun is straight up.
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*/
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float m_Elevation;
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/**
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* m_Rotation: Direction of sun on the compass, in radians.
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* For example, a rotation of zero means the sun is in the direction (0,0,-1)
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* and a rotation of M_PI/2 means the sun is in the direction (1,0,0) (not taking
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* elevation into account).
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*/
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float m_Rotation;
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/**
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* m_TerrainShadowTransparency: Fraction of diffuse light that reaches shadowed terrain.
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* A value of 0.0 means shadowed polygons get only ambient light, while a value of 1.0
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* means shadows don't have any effect at all.
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*/
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float m_TerrainShadowTransparency;
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CVector3D m_SunDir;
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public:
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RGBColor m_SunColor;
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RGBColor m_TerrainAmbientColor;
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RGBColor m_UnitsAmbientColor;
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public:
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CLightEnv();
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float GetElevation() const { return m_Elevation; }
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float GetRotation() const { return m_Rotation; }
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const CVector3D& GetSunDir() const { return m_SunDir; }
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float GetTerrainShadowTransparency() const { return m_TerrainShadowTransparency; }
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void SetElevation(float f);
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void SetRotation(float f);
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void SetTerrainShadowTransparency(float f);
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/**
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* EvaluateTerrain: Calculate brightness of a point of the terrain with the given normal
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* vector.
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* The resulting color contains both ambient and diffuse light.
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*
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* @param normal normal vector (must have length 1)
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* @param color resulting color
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*/
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void EvaluateTerrain(const CVector3D& normal, RGBColor& color) const
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{
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float dot = -normal.Dot(m_SunDir);
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color = m_TerrainAmbientColor;
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if (dot > 0)
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color += m_SunColor * dot;
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}
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/**
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* EvaluateUnit: Calculate brightness of a point of a unit with the given normal
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* vector.
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* The resulting color contains both ambient and diffuse light.
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*
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* @param normal normal vector (must have length 1)
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* @param color resulting color
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*/
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void EvaluateUnit(const CVector3D& normal, RGBColor& color) const
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{
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float dot = -normal.Dot(m_SunDir);
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color = m_UnitsAmbientColor;
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if (dot > 0)
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color += m_SunColor * dot;
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}
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/**
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* EvaluateDirect: Like EvaluateTerrain and EvaluateUnit, but return only the direct
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* sunlight term without ambient.
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*
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* @param normal normal vector (must have length 1)
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* @param color resulting color
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*/
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void EvaluateDirect(const CVector3D& normal, RGBColor& color) const
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{
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float dot = -normal.Dot(m_SunDir);
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if (dot > 0)
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color = m_SunColor * dot;
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else
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color = CVector3D(0,0,0);
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}
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// Comparison operators
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bool operator==(const CLightEnv& o) const
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{
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return m_Elevation == o.m_Elevation &&
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m_Rotation == o.m_Rotation &&
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m_TerrainShadowTransparency == o.m_TerrainShadowTransparency &&
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m_SunColor == o.m_SunColor &&
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m_TerrainAmbientColor == o.m_TerrainAmbientColor &&
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m_UnitsAmbientColor == o.m_UnitsAmbientColor;
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}
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bool operator!=(const CLightEnv& o) const
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{
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return !(*this == o);
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}
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private:
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void CalculateSunDirection();
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};
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#endif
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