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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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 2
 * 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, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#ifndef BLADERUNNER_LIGHT_H
#define BLADERUNNER_LIGHT_H

#include "bladerunner/matrix.h"
#include "bladerunner/color.h"

#include "common/stream.h"

namespace Common{
	class ReadStream;
}

namespace BladeRunner {

class Lights;

class Light {
#if BLADERUNNER_DEBUG_RENDERING
	friend class BladeRunnerEngine;
#endif
	friend class Lights;
	friend class SliceRenderer;

protected:
	char      _name[20];
	int       _frameCount;
	int       _animated;
	int       _animatedParameters;
	Matrix4x3 _matrix;
	Color     _color;
	float     _falloffStart;
	float     _falloffEnd;
	float     _angleStart;
	float     _angleEnd;
	float    *_animationData;
	float    *_m11ptr;
	float    *_m12ptr;
	float    *_m13ptr;
	float    *_m14ptr;
	float    *_m21ptr;
	float    *_m22ptr;
	float    *_m23ptr;
	float    *_m24ptr;
	float    *_m31ptr;
	float    *_m32ptr;
	float    *_m33ptr;
	float    *_m34ptr;
	float    *_colorRPtr;
	float    *_colorGPtr;
	float    *_colorBPtr;
	float    *_falloffStartPtr;
	float    *_falloffEndPtr;
	float    *_angleStartPtr;
	float    *_angleEndPtr;

public:
	Light();
	virtual ~Light();

	void read(Common::ReadStream *stream, int frameCount, int frame, int animated);
	void readVqa(Common::ReadStream *stream, int frameCount, int frame, int animated);

	void setupFrame(int frame);

	virtual float calculate(Vector3 start, Vector3 end) const;
	virtual void calculateColor(Color *outColor, Vector3 position) const;

protected:
	float calculateFalloutCoefficient(Vector3 start, Vector3 end, float a3, float a4) const;
	float attenuation(float min, float max, float distance) const;
};

class Light1 : public Light {
	float calculate(Vector3 start, Vector3 end) const;
	void calculateColor(Color *outColor, Vector3 position) const;
};

class Light2 : public Light {
	float calculate(Vector3 start, Vector3 end) const;
	void calculateColor(Color *outColor, Vector3 position) const;
};

class Light3 : public Light {
	void calculateColor(Color *outColor, Vector3 position) const;
};

class Light4 : public Light {
	void calculateColor(Color *outColor, Vector3 position) const;
};

class LightAmbient : public Light {
	float calculate(Vector3 start, Vector3 end) const;
	void calculateColor(Color *outColor, Vector3 position) const;
};

} // End of namespace BladeRunner

#endif