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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
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