/* Copyright (C) 2011 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: /** * m_Elevation: 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; /** * m_Rotation: 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; /** * m_TerrainShadowTransparency: Fraction of diffuse light that reaches shadowed terrain. * A value of 0.0 means shadowed polygons get only ambient light, while a value of 1.0 * means shadows don't have any effect at all. * TODO: probably delete this, since it's never used and always set to 0.0. */ float m_TerrainShadowTransparency; 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; public: CLightEnv(); float GetElevation() const { return m_Elevation; } float GetRotation() const { return m_Rotation; } const CVector3D& GetSunDir() const { return m_SunDir; } float GetTerrainShadowTransparency() const { return m_TerrainShadowTransparency; } const std::string& GetLightingModel() const { return m_LightingModel; } void SetElevation(float f); void SetRotation(float f); void SetTerrainShadowTransparency(float f); void SetLightingModel(const std::string& model) { m_LightingModel = model; } /** * EvaluateTerrain: Calculate brightness of a point of the terrain with the given normal * vector. * The resulting color contains both ambient and diffuse light. * * @param normal normal vector (must have length 1) * @param color resulting color */ void EvaluateTerrain(const CVector3D& normal, RGBColor& color) const { float dot = -normal.Dot(m_SunDir); color = m_TerrainAmbientColor; if (dot > 0) color += m_SunColor * dot; } /** * EvaluateUnit: Calculate brightness of a point of a unit with the given normal * vector. * The resulting color contains both ambient and diffuse light. * * @param normal normal vector (must have length 1) * @param color resulting color */ void EvaluateUnit(const CVector3D& normal, RGBColor& color) const { float dot = -normal.Dot(m_SunDir); color = m_UnitsAmbientColor; if (dot > 0) color += m_SunColor * dot; } /** * EvaluateDirect: Like EvaluateTerrain and EvaluateUnit, but return only the direct * sunlight term without ambient. * * @param normal normal vector (must have length 1) * @param color resulting color */ void EvaluateDirect(const CVector3D& normal, RGBColor& color) const { float dot = -normal.Dot(m_SunDir); if (dot > 0) color = m_SunColor * dot; else color = CVector3D(0,0,0); } /** * Compute the diffuse sun lighting. * If @p includeSunColor is set, the return value includes the sun color. * (If sun overbrightness is enabled, this might result in clamping). * Otherwise it returns a factor that the sun color should be multiplied by. */ SColor4ub EvaluateDiffuse(const CVector3D& normal, bool includeSunColor) const { float dot = -normal.Dot(m_SunDir); if (dot <= 0) return SColor4ub(0, 0, 0, 255); if (includeSunColor) { return ConvertRGBColorTo4ub(m_SunColor * dot); } else { int c = clamp((int)(dot * 255), 0, 255); 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_TerrainShadowTransparency == o.m_TerrainShadowTransparency && m_LightingModel == o.m_LightingModel && m_SunColor == o.m_SunColor && m_TerrainAmbientColor == o.m_TerrainAmbientColor && m_UnitsAmbientColor == o.m_UnitsAmbientColor; } bool operator!=(const CLightEnv& o) const { return !(*this == o); } private: void CalculateSunDirection(); }; #endif