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- #pragma once
- //========================================================================
- // Lights.h - implements a simple light class for the GameCode4 scene graph
- //
- // Part of the GameCode4 Application
- //
- // GameCode4 is the sample application that encapsulates much of the source code
- // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
- // "Rez" Graham, published by Charles River Media.
- // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
- //
- // If this source code has found it's way to you, and you think it has helped you
- // in any way, do the authors a favor and buy a new copy of the book - there are
- // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
- // by clicking here:
- // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
- //
- // There's a companion web site at http://www.mcshaffry.com/GameCode/
- //
- // The source code is managed and maintained through Google Code:
- // http://code.google.com/p/gamecode4/
- //
- // (c) Copyright 2012 Michael L. McShaffry and David Graham
- //
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the GNU Lesser GPL v3
- // as published by the Free Software Foundation.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
- // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
- //
- // You should have received a copy of the GNU Lesser GPL v3
- // along with this program; if not, write to the Free Software
- // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- //
- //========================================================================
- #include "OpenGLRenderer.h"
- #include "Geometry.h"
- #include "Scene.h"
- #include "SceneNodes.h"
- // Note: Light color is stored in the Material structure, which is already present in all SceneNodes.
- //
- // struct LightProperties - Chapter 16, page 551
- //
- struct LightProperties
- {
- float m_Attenuation[3]; /* Attenuation coefficients */
- float m_Range;
- float m_Falloff;
- float m_Theta;
- float m_Phi;
- };
- //
- // class LightNode - Chapter 16, page 551
- //
- // Note: In the book this class implements the LightNode in D3D11, but here it is a base
- // class. The derived classes make it possible to run the engine in D3D9 or D3D11.
- //
- class LightNode : public SceneNode
- {
- protected:
- LightProperties m_LightProps;
- public:
- LightNode(const ActorId actorId, WeakBaseRenderComponentPtr renderComponent, const LightProperties &props, glm::mat4 t);
- };
- // class D3DLightNode9 : public LightNode
- // {
- // public:
- // D3DLightNode9(const ActorId actorId, WeakBaseRenderComponentPtr renderComponent, const LightProperties &lightProps, const Mat4x4 *t)
- // : LightNode(actorId, renderComponent, lightProps, t) { }
- // D3DLIGHT9 m_d3dLight9;
- // virtual HRESULT VOnRestore(Scene *pScene);
- // virtual HRESULT VOnUpdate(Scene *, DWORD const elapsedMs);
- // };
- // class D3DLightNode11 : public LightNode
- // {
- // public:
- // D3DLightNode11(const ActorId actorId, WeakBaseRenderComponentPtr renderComponent, const LightProperties &lightProps, const Mat4x4 *t)
- // : LightNode(actorId, renderComponent, lightProps, t) { }
- // virtual HRESULT VOnRestore() { return S_OK; };
- // virtual HRESULT VOnUpdate(Scene *, DWORD const elapsedMs);
- // };
- class OpenGLLightNode46 : public LightNode
- {
- public:
- OpenGLLightNode46(const ActorId actorId, WeakBaseRenderComponentPtr renderComponent, const LightProperties &lightProps, const glm::mat4 t)
- : LightNode(actorId, renderComponent, lightProps, t) { }
- virtual int VOnRestore(Scene *pScene) { return 0; }
- virtual int VOnUpdate(Scene *, uint64_t const elapsedMs);
- };
- struct ConstantBuffer_Lighting;
- //
- // class LightManager - Chapter 16, 553
- //
- class LightManager
- {
- friend class Scene;
- protected:
- Lights m_Lights;
- glm::vec4 m_vLightDir[MAXIMUM_LIGHTS_SUPPORTED];
- Color m_vLightDiffuse[MAXIMUM_LIGHTS_SUPPORTED];
- glm::vec4 m_vLightAmbient;
- public:
- void CalcLighting(Scene *pScene);
- void CalcLighting(ConstantBuffer_Lighting* pLighting, SceneNode* pNode);
- int GetLightCount(const SceneNode *node) { return m_Lights.size(); }
- const glm::vec4 *GetLightAmbient(const SceneNode *node) { return &m_vLightAmbient; }
- const glm::vec4 *GetLightDirection(const SceneNode *node) { return m_vLightDir; }
- const Color *GetLightDiffuse(const SceneNode *node) { return m_vLightDiffuse; }
- };
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