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136 lines
4.0 KiB
C++
136 lines
4.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// A class representing a light
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//
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//=============================================================================
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#ifndef DMELIGHT_H
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#define DMELIGHT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "movieobjects/dmedag.h"
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//-----------------------------------------------------------------------------
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// Forward declaration
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//-----------------------------------------------------------------------------
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struct LightDesc_t;
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//-----------------------------------------------------------------------------
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// A base class for lights
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//-----------------------------------------------------------------------------
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class CDmeLight : public CDmeDag
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{
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DEFINE_ELEMENT( CDmeLight, CDmeDag );
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public:
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// Sets the color and intensity
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// NOTE: Color is specified 0-255 floating point.
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void SetColor( const Color &color );
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void SetIntensity( float flIntensity );
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// Sets up render state in the material system for rendering
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virtual void SetupRenderState( int nLightIndex );
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virtual bool GetLightDesc( LightDesc_t *pDesc ) { return false; }
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protected:
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// Sets up render state in the material system for rendering
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void SetupRenderStateInternal( LightDesc_t &desc, float flAtten0, float flAtten1, float flAtten2 );
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CDmaVar< Color > m_Color;
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CDmaVar< float > m_flIntensity;
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};
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//-----------------------------------------------------------------------------
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// A directional light
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//-----------------------------------------------------------------------------
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class CDmeDirectionalLight : public CDmeLight
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{
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DEFINE_ELEMENT( CDmeDirectionalLight, CDmeLight );
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public:
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void SetDirection( const Vector &direction );
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const Vector &GetDirection() const { return m_Direction; }
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// Sets up render state in the material system for rendering
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virtual bool GetLightDesc( LightDesc_t *pDesc );
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private:
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CDmaVar<Vector> m_Direction;
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};
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//-----------------------------------------------------------------------------
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// A point light
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//-----------------------------------------------------------------------------
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class CDmePointLight : public CDmeLight
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{
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DEFINE_ELEMENT( CDmePointLight, CDmeLight );
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public:
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void SetPosition( const Vector &pos ) { m_Position = pos; }
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const Vector &GetPosition() const { return m_Position; }
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// Sets the attenuation factors
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void SetAttenuation( float flConstant, float flLinear, float flQuadratic );
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// Sets the maximum range
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void SetMaxDistance( float flMaxDistance );
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// Sets up render state in the material system for rendering
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virtual bool GetLightDesc( LightDesc_t *pDesc );
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protected:
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CDmaVar< Vector > m_Position;
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CDmaVar< float > m_flAttenuation0;
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CDmaVar< float > m_flAttenuation1;
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CDmaVar< float > m_flAttenuation2;
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CDmaVar< float > m_flMaxDistance;
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};
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//-----------------------------------------------------------------------------
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// A spot light
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//-----------------------------------------------------------------------------
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class CDmeSpotLight : public CDmePointLight
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{
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DEFINE_ELEMENT( CDmeSpotLight, CDmePointLight );
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public:
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// Sets the spotlight direction
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void SetDirection( const Vector &direction );
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// Sets the spotlight angle factors
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// Angles are specified in degrees, as full angles (as opposed to half-angles)
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void SetAngles( float flInnerAngle, float flOuterAngle, float flAngularFalloff );
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// Sets up render state in the material system for rendering
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virtual bool GetLightDesc( LightDesc_t *pDesc );
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private:
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CDmaVar<Vector> m_Direction;
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CDmaVar<float> m_flSpotInnerAngle;
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CDmaVar<float> m_flSpotOuterAngle;
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CDmaVar<float> m_flSpotAngularFalloff;
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};
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//-----------------------------------------------------------------------------
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// An ambient light
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//-----------------------------------------------------------------------------
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class CDmeAmbientLight : public CDmeLight
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{
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DEFINE_ELEMENT( CDmeAmbientLight, CDmeLight );
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public:
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// Sets up render state in the material system for rendering
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virtual void SetupRenderState( int nLightIndex );
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};
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#endif // DMELIGHT_H
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