leocad/common/light.h
2014-11-24 00:43:13 +00:00

230 lines
5.2 KiB
C++

#ifndef _LIGHT_H_
#define _LIGHT_H_
#include "object.h"
#include "lc_math.h"
class View;
#define LC_LIGHT_HIDDEN 0x0001
#define LC_LIGHT_DISABLED 0x0002
#define LC_LIGHT_SPOT 0x0004
#define LC_LIGHT_DIRECTIONAL 0x0008
#define LC_LIGHT_POSITION_SELECTED 0x0010
#define LC_LIGHT_POSITION_FOCUSED 0x0020
#define LC_LIGHT_TARGET_SELECTED 0x0040
#define LC_LIGHT_TARGET_FOCUSED 0x0080
#define LC_LIGHT_SELECTION_MASK (LC_LIGHT_POSITION_SELECTED | LC_LIGHT_TARGET_SELECTED)
#define LC_LIGHT_FOCUS_MASK (LC_LIGHT_POSITION_FOCUSED | LC_LIGHT_TARGET_FOCUSED)
enum lcLightSection
{
LC_LIGHT_SECTION_POSITION,
LC_LIGHT_SECTION_TARGET
};
class lcLight : public lcObject
{
public:
lcLight(float px, float py, float pz);
lcLight(float px, float py, float pz, float tx, float ty, float tz);
virtual ~lcLight();
bool IsPointLight() const
{
return (mState & (LC_LIGHT_SPOT | LC_LIGHT_DIRECTIONAL)) == 0;
}
bool IsSpotLight() const
{
return (mState & LC_LIGHT_SPOT) != 0;
}
bool IsDirectionalLight() const
{
return (mState & LC_LIGHT_DIRECTIONAL) != 0;
}
virtual bool IsSelected() const
{
return (mState & LC_LIGHT_SELECTION_MASK) != 0;
}
virtual bool IsSelected(lcuint32 Section) const
{
switch (Section)
{
case LC_LIGHT_SECTION_POSITION:
return (mState & LC_LIGHT_POSITION_SELECTED) != 0;
break;
case LC_LIGHT_SECTION_TARGET:
return (mState & LC_LIGHT_TARGET_SELECTED) != 0;
break;
}
return false;
}
virtual void SetSelected(bool Selected)
{
if (Selected)
{
if (IsPointLight())
mState |= LC_LIGHT_POSITION_SELECTED;
else
mState |= LC_LIGHT_SELECTION_MASK;
}
else
mState &= ~(LC_LIGHT_SELECTION_MASK | LC_LIGHT_FOCUS_MASK);
}
virtual void SetSelected(lcuint32 Section, bool Selected)
{
switch (Section)
{
case LC_LIGHT_SECTION_POSITION:
if (Selected)
mState |= LC_LIGHT_POSITION_SELECTED;
else
mState &= ~(LC_LIGHT_POSITION_SELECTED | LC_LIGHT_POSITION_FOCUSED);
break;
case LC_LIGHT_SECTION_TARGET:
if (Selected)
{
if (!IsPointLight())
mState |= LC_LIGHT_TARGET_SELECTED;
}
else
mState &= ~(LC_LIGHT_TARGET_SELECTED | LC_LIGHT_TARGET_FOCUSED);
break;
}
}
virtual bool IsFocused() const
{
return (mState & LC_LIGHT_FOCUS_MASK) != 0;
}
virtual bool IsFocused(lcuint32 Section) const
{
switch (Section)
{
case LC_LIGHT_SECTION_POSITION:
return (mState & LC_LIGHT_POSITION_FOCUSED) != 0;
break;
case LC_LIGHT_SECTION_TARGET:
return (mState & LC_LIGHT_TARGET_FOCUSED) != 0;
break;
}
return false;
}
virtual void SetFocused(lcuint32 Section, bool Focused)
{
switch (Section)
{
case LC_LIGHT_SECTION_POSITION:
if (Focused)
mState |= LC_LIGHT_POSITION_SELECTED | LC_LIGHT_POSITION_FOCUSED;
else
mState &= ~(LC_LIGHT_POSITION_SELECTED | LC_LIGHT_POSITION_FOCUSED);
break;
case LC_LIGHT_SECTION_TARGET:
if (Focused)
{
if (!IsPointLight())
mState |= LC_LIGHT_TARGET_SELECTED | LC_LIGHT_TARGET_FOCUSED;
}
else
mState &= ~(LC_LIGHT_TARGET_SELECTED | LC_LIGHT_TARGET_FOCUSED);
break;
}
}
virtual lcuint32 GetFocusSection() const
{
if (mState & LC_LIGHT_POSITION_FOCUSED)
return LC_LIGHT_SECTION_POSITION;
if (!IsPointLight() && (mState & LC_LIGHT_TARGET_FOCUSED))
return LC_LIGHT_SECTION_TARGET;
return ~0;
}
virtual lcVector3 GetSectionPosition(lcuint32 Section) const
{
switch (Section)
{
case LC_LIGHT_SECTION_POSITION:
return mPosition;
case LC_LIGHT_SECTION_TARGET:
return mTargetPosition;
}
return lcVector3(0.0f, 0.0f, 0.0f);
}
void SaveLDraw(QTextStream& Stream) const;
public:
virtual void RayTest(lcObjectRayTest& ObjectRayTest) const;
virtual void BoxTest(lcObjectBoxTest& ObjectBoxTest) const;
virtual void DrawInterface(lcContext* Context, const lcMatrix44& ViewMatrix) const;
void InsertTime(lcStep Start, lcStep Time);
void RemoveTime(lcStep Start, lcStep Time);
bool IsVisible() const
{ return (mState & LC_LIGHT_HIDDEN) == 0; }
const char* GetName()
{ return m_strName; }
const char* GetName() const
{ return m_strName; }
void RenderCone(lcContext* Context, const lcMatrix44& ViewMatrix) const;
void RenderTarget() const;
void RenderSphere() const;
void CompareBoundingBox(float box[6]);
void UpdatePosition(lcStep Step);
void Move(lcStep Step, bool AddKey, const lcVector3& Distance);
bool Setup(int LightIndex);
void CreateName(const lcArray<lcLight*>& Lights);
// Temporary parameters
lcMatrix44 mWorldLight;
lcVector3 mPosition;
lcVector3 mTargetPosition;
lcVector4 mAmbientColor;
lcVector4 mDiffuseColor;
lcVector4 mSpecularColor;
lcVector3 mAttenuation;
float mSpotCutoff;
float mSpotExponent;
protected:
lcArray<lcObjectKey<lcVector3>> mPositionKeys;
lcArray<lcObjectKey<lcVector3>> mTargetPositionKeys;
lcArray<lcObjectKey<lcVector4>> mAmbientColorKeys;
lcArray<lcObjectKey<lcVector4>> mDiffuseColorKeys;
lcArray<lcObjectKey<lcVector4>> mSpecularColorKeys;
lcArray<lcObjectKey<lcVector3>> mAttenuationKeys;
lcArray<lcObjectKey<float>> mSpotCutoffKeys;
lcArray<lcObjectKey<float>> mSpotExponentKeys;
void Initialize(const lcVector3& Position, const lcVector3& TargetPosition);
float m_fCone;
lcuint32 mState;
char m_strName[81];
};
#endif // _LIGHT_H_