// * This file is part of the COLOBOT source code // * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch // * Copyright (C) 2012, Polish Portal of Colobot (PPC) // * // * This program 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 3 of the License, or // * (at your option) any later version. // * // * This program 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 this program. If not, see http://www.gnu.org/licenses/. /** * \file graphics/engine/lightman.h * \brief Dynamic light manager - CLightManager class */ #pragma once #include "graphics/core/color.h" #include "graphics/core/light.h" #include "graphics/engine/engine.h" #include "math/vector.h" // Graphics module namespace namespace Gfx { /** \struct LightProgression \brief Describes the progression of light parameters change */ struct LightProgression { //! Starting value float starting; //! Ending (destination) value float ending; //! Current value float current; //! Progress from start to end float progress; //! Speed of progression float speed; LightProgression() { starting = ending = current = progress = speed = 0.0f; } //! Initializes the progression void Init(float value); //! Updates the progression void Update(float rTime); //! Sets the new end value (starting is set to current) void SetTarget(float value); }; /** * \enum LightPriority * \brief Priority in light assignment */ enum LightPriority { LIGHT_PRI_HIGH, LIGHT_PRI_LOW }; /** \struct DynamicLight \brief Dynamic light in 3D scene It is an extension over standard light properties. Added are dynamic progressions for light colors and intensity and types of objects included/excluded in lighting. */ struct DynamicLight { //! Whether the light is used bool used; //! Whether the light is turned on bool enabled; //! Priority in assignment LightPriority priority; //! Configuration of the light Light light; //! Progression of intensity [0, 1] LightProgression intensity; //! Progression of red diffuse color LightProgression colorRed; //! Progression of green diffuse color LightProgression colorGreen; //! Progression of blue diffuse color LightProgression colorBlue; //! Type of objects included in lighting with this light; if ENG_OBJTYPE_NULL is used, it is ignored EngineObjectType includeType; //! Type of objects excluded from lighting with this light; if ENG_OBJTYPE_NULL is used, it is ignored EngineObjectType excludeType; DynamicLight(); }; /** \class CLightManager \brief Manager for dynamic lights in 3D scene (Old CLight class) The class is responsible for managing dynamic lights (struct DynamicLight) used in 3D scene. The dynamic lights are created, updated and deleted through the class' interface. Number of available lights depends on graphics device used. Class allocates vector for the total number of lights, but only some are used. */ class CLightManager { public: //! Constructor CLightManager(CInstanceManager *iMan, CEngine* engine); //! Destructor virtual ~CLightManager(); //! Sets the device to be used void SetDevice(CDevice* device); //! Clears and disables all lights void FlushLights(); //! Creates a new dynamic light and returns its index (lightRank) int CreateLight(LightPriority priority = LIGHT_PRI_LOW); //! Deletes and disables the given dynamic light bool DeleteLight(int lightRank); //! Sets the light parameters for dynamic light bool SetLight(int lightRank, const Light &light); //! Returns the light parameters for given dynamic light bool GetLight(int lightRank, Light &light); //! Enables/disables the given dynamic light bool SetLightEnabled(int lightRank, bool enable); //! Sets what objects are included in given dynamic light bool SetLightIncludeType(int lightRank, EngineObjectType type); //! Sets what objects are excluded from given dynamic light bool SetLightExcludeType(int lightRank, EngineObjectType type); //! Sets the position of dynamic light bool SetLightPos(int lightRank, const Math::Vector &pos); //! Returns the position of dynamic light Math::Vector GetLightPos(int lightRank); //! Sets the direction of dynamic light bool SetLightDir(int lightRank, const Math::Vector &dir); //! Returns the direction of dynamic light Math::Vector GetLightDir(int lightRank); //! Sets the destination intensity for dynamic light's intensity progression bool SetLightIntensity(int lightRank, float value); //! Returns the current light intensity float GetLightIntensity(int lightRank); //! Sets the rate of change for dynamic light intensity bool SetLightIntensitySpeed(int lightRank, float speed); //! Adjusts the color of all dynamic lights void AdaptLightColor(const Color &color, float factor); //! Sets the destination color for dynamic light's color progression bool SetLightColor(int lightRank, const Color &color); //! Returns current light color Color GetLightColor(int lightRank); //! Sets the rate of change for dynamic light colors (RGB) bool SetLightColorSpeed(int lightRank, float speed); //! Updates progression of dynamic lights void UpdateProgression(float rTime); //! Updates (recalculates) all dynamic lights void UpdateLights(); //! Enables or disables dynamic lights affecting the given object type void UpdateDeviceLights(EngineObjectType type); protected: CInstanceManager* m_iMan; CEngine* m_engine; CDevice* m_device; //! Current time float m_time; //! List of dynamic lights std::vector m_dynLights; //! Map of current light allotment: graphics light -> dynamic light std::vector m_lightMap; }; }; // namespace Gfx