mirror of
https://github.com/leozide/leocad
synced 2024-12-27 21:58:37 +01:00
380 lines
8.2 KiB
C++
380 lines
8.2 KiB
C++
#pragma once
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#include "object.h"
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#include "lc_math.h"
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#define LC_LIGHT_HIDDEN 0x0001
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#define LC_LIGHT_DISABLED 0x0002
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enum lcLightSection : quint32
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{
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LC_LIGHT_SECTION_INVALID = ~0U,
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LC_LIGHT_SECTION_POSITION = 0,
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LC_LIGHT_SECTION_TARGET
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};
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enum class lcLightType
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{
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Point,
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Spot,
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Directional,
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Area,
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Count
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};
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enum class lcLightAreaShape
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{
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Rectangle,
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Square,
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Disk,
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Ellipse,
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Count
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};
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enum lcLightProperty
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{
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LC_LIGHT_DIFFUSE,
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LC_LIGHT_SPECULAR,
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LC_LIGHT_EXPONENT,
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LC_LIGHT_AREA_GRID,
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LC_LIGHT_CUTOFF,
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LC_LIGHT_USE_CUTOFF,
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LC_LIGHT_POVRAY
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};
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struct lcLightProperties
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{
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lcVector2 mAreaGrid;
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float mLightDiffuse;
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float mLightSpecular;
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float mSpotExponent;
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float mSpotCutoff;
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bool mEnableCutoff;
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bool mPOVRayLight;
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};
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class lcLight : public lcObject
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{
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public:
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lcLight(const lcVector3& Position, lcLightType LightType);
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virtual ~lcLight() = default;
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lcLight(const lcLight&) = delete;
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lcLight(lcLight&&) = delete;
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lcLight& operator=(const lcLight&) = delete;
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lcLight& operator=(lcLight&&) = delete;
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static QString GetLightTypeString(lcLightType LightType);
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static QString GetAreaShapeString(lcLightAreaShape LightAreaShape);
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bool IsPointLight() const
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{
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return mLightType == lcLightType::Point;
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}
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bool IsSpotLight() const
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{
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return mLightType == lcLightType::Spot;
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}
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bool IsDirectionalLight() const
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{
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return mLightType == lcLightType::Directional;
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}
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bool IsAreaLight() const
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{
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return mLightType == lcLightType::Area;
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}
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lcLightType GetLightType() const
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{
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return mLightType;
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}
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bool SetLightType(lcLightType LightType);
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bool IsSelected() const override
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{
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return mSelected;
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}
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bool IsSelected(quint32 Section) const override
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{
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Q_UNUSED(Section);
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return mSelected;
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}
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void SetSelected(bool Selected) override
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{
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mSelected = Selected;
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if (!Selected)
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mFocusedSection = LC_LIGHT_SECTION_INVALID;
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}
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void SetSelected(quint32 Section, bool Selected) override
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{
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Q_UNUSED(Section);
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mSelected = Selected;
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if (!Selected)
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mFocusedSection = LC_LIGHT_SECTION_INVALID;
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}
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bool IsFocused() const override
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{
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return mFocusedSection != LC_LIGHT_SECTION_INVALID;
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}
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bool IsFocused(quint32 Section) const override
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{
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return mFocusedSection == Section;
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}
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void SetFocused(quint32 Section, bool Focused) override
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{
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if (Focused)
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{
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mFocusedSection = Section;
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mSelected = true;
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}
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else
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mFocusedSection = LC_LIGHT_SECTION_INVALID;
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}
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quint32 GetFocusSection() const override
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{
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return mFocusedSection;
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}
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quint32 GetAllowedTransforms() const override
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{
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if (IsPointLight())
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return LC_OBJECT_TRANSFORM_MOVE_XYZ;
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const quint32 Section = GetFocusSection();
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if (Section == LC_LIGHT_SECTION_POSITION || Section == LC_LIGHT_SECTION_INVALID)
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return LC_OBJECT_TRANSFORM_MOVE_XYZ | LC_OBJECT_TRANSFORM_ROTATE_XYZ;
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if (Section == LC_LIGHT_SECTION_TARGET)
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return LC_OBJECT_TRANSFORM_MOVE_XYZ;
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return 0;
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}
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lcMatrix33 GetRelativeRotation() const
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{
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const quint32 Section = GetFocusSection();
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if (Section == LC_LIGHT_SECTION_POSITION)
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return lcMatrix33(mWorldMatrix);
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else
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return lcMatrix33Identity();
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}
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lcVector3 GetSectionPosition(quint32 Section) const override
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{
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if (Section == LC_LIGHT_SECTION_POSITION)
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return mWorldMatrix.GetTranslation();
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if (Section == LC_LIGHT_SECTION_TARGET)
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return lcMul31(lcVector3(0.0f, 0.0f, -mTargetDistance), mWorldMatrix);
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return lcVector3(0.0f, 0.0f, 0.0f);
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}
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void SetPosition(const lcVector3& Position, lcStep Step, bool AddKey)
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{
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mPositionKeys.ChangeKey(Position, Step, AddKey);
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}
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void SetRotation(const lcMatrix33& Rotation, lcStep Step, bool AddKey)
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{
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mRotationKeys.ChangeKey(Rotation, Step, AddKey);
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}
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lcVector3 GetRotationCenter() const
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{
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const quint32 Section = GetFocusSection();
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if (Section == LC_LIGHT_SECTION_POSITION || Section == LC_LIGHT_SECTION_INVALID)
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{
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return mWorldMatrix.GetTranslation();
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}
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else
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{
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return lcMul31(lcVector3(0.0f, 0.0f, -mTargetDistance), mWorldMatrix);
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}
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}
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lcVector3 GetPosition() const
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{
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return mWorldMatrix.GetTranslation();
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}
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lcVector3 GetDirection() const
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{
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return -lcVector3(mWorldMatrix[2]);
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}
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void SaveLDraw(QTextStream& Stream) const;
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bool ParseLDrawLine(QTextStream& Stream);
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public:
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void RayTest(lcObjectRayTest& ObjectRayTest) const override;
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void BoxTest(lcObjectBoxTest& ObjectBoxTest) const override;
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void DrawInterface(lcContext* Context, const lcScene& Scene) const override;
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void RemoveKeyFrames() override;
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void InsertTime(lcStep Start, lcStep Time);
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void RemoveTime(lcStep Start, lcStep Time);
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bool IsVisible() const
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{
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return (mState & LC_LIGHT_HIDDEN) == 0;
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}
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void SetColor(const lcVector3& Color, lcStep Step, bool AddKey);
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lcVector3 GetColor() const
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{
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return mColor;
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}
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void SetSpotConeAngle(float Angle, lcStep Step, bool AddKey);
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float GetSpotConeAngle() const
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{
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return mSpotConeAngle;
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}
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void SetSpotPenumbraAngle(float Angle, lcStep Step, bool AddKey);
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float GetSpotPenumbraAngle() const
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{
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return mSpotPenumbraAngle;
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}
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void SetSpotTightness(float Angle, lcStep Step, bool AddKey);
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float GetSpotTightness() const
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{
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return mSpotTightness;
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}
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bool SetAreaShape(lcLightAreaShape LightAreaShape);
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lcLightAreaShape GetAreaShape() const
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{
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return mAreaShape;
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}
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void SetSize(lcVector2 Size, lcStep Step, bool AddKey);
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lcVector2 GetSize() const
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{
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return mSize;
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}
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bool SetCastShadow(bool CastShadow);
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bool GetCastShadow() const
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{
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return mCastShadow;
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}
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void SetName(const QString& Name)
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{
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mName = Name;
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}
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QString GetName() const override
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{
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return mName;
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}
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void CompareBoundingBox(lcVector3& Min, lcVector3& Max);
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void UpdatePosition(lcStep Step);
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void MoveSelected(lcStep Step, bool AddKey, const lcVector3& Distance, bool FirstMove);
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void Rotate(lcStep Step, bool AddKey, const lcMatrix33& RotationMatrix, const lcVector3& Center, const lcMatrix33& RotationFrame);
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bool Setup(int LightIndex);
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void CreateName(const lcArray<lcLight*>& Lights);
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void UpdateLight(lcStep Step, lcLightProperties Props, int Property);
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lcLightProperties GetLightProperties() const
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{
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lcLightProperties props;
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props.mLightDiffuse = mLightDiffuse;
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props.mLightSpecular = mLightSpecular;
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props.mSpotExponent = mSpotExponent;
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props.mSpotCutoff = mSpotCutoff;
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props.mPOVRayLight = mPOVRayLight;
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props.mEnableCutoff = mEnableCutoff;
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props.mAreaGrid = mAreaGrid;
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return props;
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}
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lcMatrix44 mWorldMatrix;
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lcVector3 mAttenuation;
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lcVector2 mAreaGrid;
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bool mSpotBlendSet;
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bool mSpotCutoffSet;
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bool mEnableCutoff;
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bool mPOVRayLight;
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float mLightDiffuse;
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float mLightSpecular;
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float mSpotCutoff;
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float mSpotExponent;
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float mPOVRayExponent;
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protected:
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void UpdateLightType();
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void DrawPointLight(lcContext* Context) const;
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void DrawSpotLight(lcContext* Context) const;
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void DrawDirectionalLight(lcContext* Context) const;
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void DrawAreaLight(lcContext* Context) const;
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void SetupLightMatrix(lcContext* Context) const;
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void DrawSphere(lcContext* Context, const lcVector3& Center, float Radius) const;
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void DrawCylinder(lcContext* Context, float Radius, float Height) const;
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void DrawTarget(lcContext* Context) const;
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void DrawCone(lcContext* Context, float TargetDistance) const;
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QString mName;
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lcLightType mLightType = lcLightType::Point;
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bool mCastShadow = true;
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lcVector3 mColor = lcVector3(1.0f, 1.0f, 1.0f);
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lcVector2 mSize = lcVector2(0.0f, 0.0f);
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float mSpotConeAngle = 80.0f;
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float mSpotPenumbraAngle = 0.0f;
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float mSpotTightness = 0.0f;
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lcLightAreaShape mAreaShape = lcLightAreaShape::Rectangle;
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quint32 mState = 0;
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bool mSelected = false;
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quint32 mFocusedSection = LC_LIGHT_SECTION_INVALID;
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lcVector3 mTargetMovePosition = lcVector3(0.0f, 0.0f, 0.0f);
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lcObjectKeyArray<lcVector3> mPositionKeys;
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lcObjectKeyArray<lcMatrix33> mRotationKeys;
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lcObjectKeyArray<lcVector3> mColorKeys;
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lcObjectKeyArray<lcVector2> mSizeKeys;
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lcObjectKeyArray<float> mSpotConeAngleKeys;
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lcObjectKeyArray<float> mSpotPenumbraAngleKeys;
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lcObjectKeyArray<float> mSpotTightnessKeys;
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lcObjectKeyArray<lcVector3> mAttenuationKeys;
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lcObjectKeyArray<lcVector2> mAreaGridKeys;
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lcObjectKeyArray<float> mLightSpecularKeys;
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lcObjectKeyArray<float> mLightDiffuseKeys;
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lcObjectKeyArray<float> mSpotCutoffKeys;
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lcObjectKeyArray<float> mSpotExponentKeys;
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static constexpr float mTargetDistance = 50.0f;
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};
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