thug/Code/Gfx/NxLight.h
2016-02-14 08:39:12 +11:00

102 lines
3.1 KiB
C++

///////////////////////////////////////////////////////////////////////////////////
// NxLight.H - Neversoft Engine, Rendering portion, Platform independent interface
#ifndef __GFX_NX_LIGHT_H__
#define __GFX_NX_LIGHT_H__
#ifndef __CORE_DEFINES_H
#include <core/defines.h>
#endif
#include <core/math.h>
#include <gfx/image/imagebasic.h>
#include <gfx/nxlightman.h>
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