/////////////////////////////////////////////////////////////////////////////////// // NxLight.H - Neversoft Engine, Rendering portion, Platform independent interface #ifndef __GFX_NX_LIGHT_H__ #define __GFX_NX_LIGHT_H__ #ifndef __CORE_DEFINES_H #include #endif #include #include #include namespace Nx { /////////////////////////////////////////////////////////////////////////////////// // Nx::CModelLights class CModelLights { public: CModelLights(); virtual ~CModelLights(); // lights bool SetLightAmbientColor(const Image::RGBA &rgba); Image::RGBA GetLightAmbientColor(); bool SetLightDirection(int light_index, const Mth::Vector &direction); const Mth::Vector & GetLightDirection(int light_index); bool SetLightDiffuseColor(int light_index, const Image::RGBA &rgba); Image::RGBA GetLightDiffuseColor(int light_index); // Upload values to engine (where applicable) void UpdateEngine( Mth::Vector & pos, bool add_scene_light = false ); // Enable lights void EnableAmbientLight(bool enable); void EnableDiffuseLight(int light_index, bool enable); bool IsAmbientLightEnabled() const; bool IsDiffuseLightEnabled(int light_index) const; // Sets the modulation brightness bool SetBrightness(float brightness); float GetBrightness() const; void UpdateBrightness(); // Position pointer bool SetPositionPointer(Mth::Vector *p_pos); Mth::Vector * GetPositionPointer(); protected: // Internal flags. enum { mUSE_MODEL_AMBIENT = 0x0001, // Use ambient light mUSE_MODEL_DIFFUSE_0 = 0x0002, // Use diffuse light 0 mUSE_MODEL_DIFFUSE_1 = 0x0004, // rest of diffuse must follow 0 }; //Image::RGBA m_light_ambient_rgba; //Mth::Vector m_light_direction[CLightManager::MAX_LIGHTS]; //Image::RGBA m_light_diffuse_rgba[CLightManager::MAX_LIGHTS]; // Modulation brightness float m_brightness; float m_brightness_target; float m_ambient_brightness; float m_diffuse_brightness[CLightManager::MAX_LIGHTS]; // Position pointer (for scene lights) Mth::Vector * mp_pos; private: // Platform-specific calls virtual bool plat_set_light_ambient_color(const Image::RGBA &rgba); virtual bool plat_set_light_direction(int light_index, const Mth::Vector &direction); virtual bool plat_set_light_diffuse_color(int light_index, const Image::RGBA &rgba); virtual Image::RGBA plat_get_light_ambient_color() const; virtual const Mth::Vector & plat_get_light_direction(int light_index) const; virtual Image::RGBA plat_get_light_diffuse_color(int light_index) const; virtual void plat_update_engine( Mth::Vector & pos, bool add_scene_light ); virtual void plat_update_brightness(); virtual void plat_enable_ambient_light(bool enable); virtual void plat_enable_diffuse_light(int light_index, bool enable); virtual bool plat_is_ambient_light_enabled() const; virtual bool plat_is_diffuse_light_enabled(int light_index) const; }; } #endif