/* Copyright (C) 2018 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ /* * CLightEnv, a class describing the current lights */ #ifndef INCLUDED_LIGHTENV #define INCLUDED_LIGHTENV #include "graphics/Color.h" #include "maths/MathUtil.h" #include "maths/Vector3D.h" class CMapWriter; class CMapReader; /** * Class CLightEnv: description of a lighting environment - contains all the * necessary parameters for representation of the lighting within a scenario */ class CLightEnv { friend class CMapWriter; friend class CMapReader; friend class CXMLReader; private: /** * Height of sun above the horizon, in radians. * For example, an elevation of M_PI/2 means the sun is straight up. */ float m_Elevation; /** * Direction of sun on the compass, in radians. * For example, a rotation of zero means the sun is in the direction (0,0,-1) * and a rotation of M_PI/2 means the sun is in the direction (1,0,0) (not taking * elevation into account). */ float m_Rotation; /** * Vector corresponding to m_Elevation and m_Rotation. * Updated by CalculateSunDirection. */ CVector3D m_SunDir; /** * A string that shaders use to determine what lighting model to implement. * Current recognised values are "old" and "standard". */ std::string m_LightingModel; public: RGBColor m_SunColor; RGBColor m_TerrainAmbientColor; RGBColor m_UnitsAmbientColor; RGBColor m_FogColor; float m_FogFactor; float m_FogMax; float m_Brightness, m_Contrast, m_Saturation, m_Bloom; public: CLightEnv(); float GetElevation() const { return m_Elevation; } float GetRotation() const { return m_Rotation; } const CVector3D& GetSunDir() const { return m_SunDir; } const std::string& GetLightingModel() const { return m_LightingModel; } void SetElevation(float f); void SetRotation(float f); void SetLightingModel(const std::string& model) { m_LightingModel = model; } /** * Calculate brightness of a point of a unit with the given normal vector, * for rendering with CPU lighting. * The resulting color contains both ambient and diffuse light. * To cope with sun overbrightness, the color is scaled by 0.5. * * @param normal normal vector (must have length 1) */ RGBColor EvaluateUnitScaled(const CVector3D& normal) const { float dot = -normal.Dot(m_SunDir); RGBColor color = m_UnitsAmbientColor; if (dot > 0) color += m_SunColor * dot; return color * 0.5f; } /** * Compute the diffuse sun lighting color on terrain, for rendering with CPU lighting. * To cope with sun overbrightness, the color is scaled by 0.5. * * @param normal normal vector (must have length 1) */ SColor4ub EvaluateTerrainDiffuseScaled(const CVector3D& normal) const { float dot = -normal.Dot(m_SunDir); return ConvertRGBColorTo4ub(m_SunColor * dot * 0.5f); } /** * Compute the diffuse sun lighting factor on terrain, for rendering with shader lighting. * * @param normal normal vector (must have length 1) */ SColor4ub EvaluateTerrainDiffuseFactor(const CVector3D& normal) const { float dot = -normal.Dot(m_SunDir); u8 c = static_cast(clamp(dot * 255.f, 0.f, 255.f)); return SColor4ub(c, c, c, 255); } // Comparison operators bool operator==(const CLightEnv& o) const { return m_Elevation == o.m_Elevation && m_Rotation == o.m_Rotation && m_LightingModel == o.m_LightingModel && m_SunColor == o.m_SunColor && m_TerrainAmbientColor == o.m_TerrainAmbientColor && m_UnitsAmbientColor == o.m_UnitsAmbientColor && m_FogColor == o.m_FogColor && m_FogFactor == o.m_FogFactor && m_FogMax == o.m_FogMax && m_Brightness == o.m_Brightness && m_Contrast == o.m_Contrast && m_Saturation == o.m_Saturation && m_Bloom == o.m_Bloom; } bool operator!=(const CLightEnv& o) const { return !(*this == o); } private: void CalculateSunDirection(); }; #endif // INCLUDED_LIGHTENV