mirror of
https://github.com/leozide/leocad
synced 2024-12-28 22:23:35 +01:00
230 lines
5.2 KiB
C++
230 lines
5.2 KiB
C++
#ifndef _LIGHT_H_
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#define _LIGHT_H_
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#include "object.h"
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#include "lc_math.h"
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class View;
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#define LC_LIGHT_HIDDEN 0x0001
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#define LC_LIGHT_DISABLED 0x0002
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#define LC_LIGHT_SPOT 0x0004
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#define LC_LIGHT_DIRECTIONAL 0x0008
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#define LC_LIGHT_POSITION_SELECTED 0x0010
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#define LC_LIGHT_POSITION_FOCUSED 0x0020
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#define LC_LIGHT_TARGET_SELECTED 0x0040
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#define LC_LIGHT_TARGET_FOCUSED 0x0080
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#define LC_LIGHT_SELECTION_MASK (LC_LIGHT_POSITION_SELECTED | LC_LIGHT_TARGET_SELECTED)
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#define LC_LIGHT_FOCUS_MASK (LC_LIGHT_POSITION_FOCUSED | LC_LIGHT_TARGET_FOCUSED)
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enum lcLightSection
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{
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LC_LIGHT_SECTION_POSITION,
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LC_LIGHT_SECTION_TARGET
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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(float px, float py, float pz);
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lcLight(float px, float py, float pz, float tx, float ty, float tz);
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virtual ~lcLight();
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bool IsPointLight() const
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{
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return (mState & (LC_LIGHT_SPOT | LC_LIGHT_DIRECTIONAL)) == 0;
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}
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bool IsSpotLight() const
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{
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return (mState & LC_LIGHT_SPOT) != 0;
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}
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bool IsDirectionalLight() const
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{
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return (mState & LC_LIGHT_DIRECTIONAL) != 0;
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}
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virtual bool IsSelected() const
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{
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return (mState & LC_LIGHT_SELECTION_MASK) != 0;
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}
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virtual bool IsSelected(lcuint32 Section) const
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{
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switch (Section)
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{
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case LC_LIGHT_SECTION_POSITION:
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return (mState & LC_LIGHT_POSITION_SELECTED) != 0;
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break;
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case LC_LIGHT_SECTION_TARGET:
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return (mState & LC_LIGHT_TARGET_SELECTED) != 0;
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break;
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}
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return false;
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}
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virtual void SetSelected(bool Selected)
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{
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if (Selected)
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{
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if (IsPointLight())
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mState |= LC_LIGHT_POSITION_SELECTED;
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else
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mState |= LC_LIGHT_SELECTION_MASK;
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}
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else
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mState &= ~(LC_LIGHT_SELECTION_MASK | LC_LIGHT_FOCUS_MASK);
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}
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virtual void SetSelected(lcuint32 Section, bool Selected)
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{
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switch (Section)
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{
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case LC_LIGHT_SECTION_POSITION:
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if (Selected)
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mState |= LC_LIGHT_POSITION_SELECTED;
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else
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mState &= ~(LC_LIGHT_POSITION_SELECTED | LC_LIGHT_POSITION_FOCUSED);
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break;
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case LC_LIGHT_SECTION_TARGET:
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if (Selected)
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{
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if (!IsPointLight())
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mState |= LC_LIGHT_TARGET_SELECTED;
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}
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else
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mState &= ~(LC_LIGHT_TARGET_SELECTED | LC_LIGHT_TARGET_FOCUSED);
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break;
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}
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}
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virtual bool IsFocused() const
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{
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return (mState & LC_LIGHT_FOCUS_MASK) != 0;
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}
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virtual bool IsFocused(lcuint32 Section) const
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{
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switch (Section)
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{
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case LC_LIGHT_SECTION_POSITION:
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return (mState & LC_LIGHT_POSITION_FOCUSED) != 0;
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break;
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case LC_LIGHT_SECTION_TARGET:
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return (mState & LC_LIGHT_TARGET_FOCUSED) != 0;
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break;
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}
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return false;
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}
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virtual void SetFocused(lcuint32 Section, bool Focused)
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{
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switch (Section)
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{
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case LC_LIGHT_SECTION_POSITION:
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if (Focused)
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mState |= LC_LIGHT_POSITION_SELECTED | LC_LIGHT_POSITION_FOCUSED;
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else
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mState &= ~(LC_LIGHT_POSITION_SELECTED | LC_LIGHT_POSITION_FOCUSED);
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break;
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case LC_LIGHT_SECTION_TARGET:
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if (Focused)
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{
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if (!IsPointLight())
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mState |= LC_LIGHT_TARGET_SELECTED | LC_LIGHT_TARGET_FOCUSED;
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}
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else
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mState &= ~(LC_LIGHT_TARGET_SELECTED | LC_LIGHT_TARGET_FOCUSED);
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break;
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}
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}
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virtual lcuint32 GetFocusSection() const
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{
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if (mState & LC_LIGHT_POSITION_FOCUSED)
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return LC_LIGHT_SECTION_POSITION;
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if (!IsPointLight() && (mState & LC_LIGHT_TARGET_FOCUSED))
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return LC_LIGHT_SECTION_TARGET;
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return ~0;
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}
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virtual lcVector3 GetSectionPosition(lcuint32 Section) const
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{
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switch (Section)
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{
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case LC_LIGHT_SECTION_POSITION:
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return mPosition;
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case LC_LIGHT_SECTION_TARGET:
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return mTargetPosition;
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}
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return lcVector3(0.0f, 0.0f, 0.0f);
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}
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void SaveLDraw(QTextStream& Stream) const;
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public:
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virtual void RayTest(lcObjectRayTest& ObjectRayTest) const;
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virtual void BoxTest(lcObjectBoxTest& ObjectBoxTest) const;
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virtual void DrawInterface(lcContext* Context, const lcMatrix44& ViewMatrix) const;
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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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{ return (mState & LC_LIGHT_HIDDEN) == 0; }
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const char* GetName()
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{ return m_strName; }
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const char* GetName() const
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{ return m_strName; }
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void RenderCone(lcContext* Context, const lcMatrix44& ViewMatrix) const;
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void RenderTarget() const;
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void RenderSphere() const;
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void CompareBoundingBox(float box[6]);
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void UpdatePosition(lcStep Step);
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void Move(lcStep Step, bool AddKey, const lcVector3& Distance);
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bool Setup(int LightIndex);
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void CreateName(const lcArray<lcLight*>& Lights);
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// Temporary parameters
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lcMatrix44 mWorldLight;
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lcVector3 mPosition;
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lcVector3 mTargetPosition;
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lcVector4 mAmbientColor;
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lcVector4 mDiffuseColor;
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lcVector4 mSpecularColor;
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lcVector3 mAttenuation;
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float mSpotCutoff;
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float mSpotExponent;
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protected:
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lcArray<lcObjectKey<lcVector3>> mPositionKeys;
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lcArray<lcObjectKey<lcVector3>> mTargetPositionKeys;
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lcArray<lcObjectKey<lcVector4>> mAmbientColorKeys;
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lcArray<lcObjectKey<lcVector4>> mDiffuseColorKeys;
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lcArray<lcObjectKey<lcVector4>> mSpecularColorKeys;
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lcArray<lcObjectKey<lcVector3>> mAttenuationKeys;
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lcArray<lcObjectKey<float>> mSpotCutoffKeys;
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lcArray<lcObjectKey<float>> mSpotExponentKeys;
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void Initialize(const lcVector3& Position, const lcVector3& TargetPosition);
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float m_fCone;
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lcuint32 mState;
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char m_strName[81];
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};
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#endif // _LIGHT_H_
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