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- // SuperTux
- // Copyright (C) 2018 Ingo Ruhnke <grumbel@gmail.com>
- //
- // This program is free software: you can redistribute it and/or modify
- // it under the terms of the GNU General Public License as published by
- // the Free Software Foundation, either version 3 of the License, or
- // (at your option) any later version.
- //
- // 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 the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License
- // along with this program. If not, see <http://www.gnu.org/licenses/>.
- #include "object/ambient_light.hpp"
- #include <sexp/io.hpp>
- #include <sexp/value.hpp>
- #include "math/util.hpp"
- #include "util/log.hpp"
- #include "util/reader_mapping.hpp"
- #include "util/writer.hpp"
- #include "video/drawing_context.hpp"
- AmbientLight::AmbientLight(const Color& color) :
- m_ambient_light(color),
- m_ambient_light_fading(false),
- m_source_ambient_light(color),
- m_target_ambient_light(color),
- m_ambient_light_fade_duration(0.0f),
- m_ambient_light_fade_accum(0.0f)
- {
- }
- AmbientLight::AmbientLight(const ReaderMapping& mapping) :
- m_ambient_light(1.0f, 1.0f, 1.0f, 1.0f),
- m_ambient_light_fading(false),
- m_source_ambient_light(1.0f, 1.0f, 1.0f, 1.0f),
- m_target_ambient_light(1.0f, 1.0f, 1.0f, 1.0f),
- m_ambient_light_fade_duration(0.0f),
- m_ambient_light_fade_accum(0.0f)
- {
- std::vector<float> color_vec;
- if (mapping.get("color", color_vec))
- {
- if (color_vec.size() < 3) {
- log_warning << "'ambient-light' requires three float arguments" << std::endl;
- } else {
- m_ambient_light = Color(color_vec);
- }
- }
- }
- void
- AmbientLight::update(float dt_sec)
- {
- if (m_ambient_light_fading)
- {
- m_ambient_light_fade_accum += dt_sec;
- float percent_done = m_ambient_light_fade_accum / m_ambient_light_fade_duration * 1.0f;
- float r = (1.0f - percent_done) * m_source_ambient_light.red + percent_done * m_target_ambient_light.red;
- float g = (1.0f - percent_done) * m_source_ambient_light.green + percent_done * m_target_ambient_light.green;
- float b = (1.0f - percent_done) * m_source_ambient_light.blue + percent_done * m_target_ambient_light.blue;
- r = math::clamp(r, 0.0f, 1.0f);
- g = math::clamp(g, 0.0f, 1.0f);
- b = math::clamp(b, 0.0f, 1.0f);
- m_ambient_light = Color(r, g, b);
- if (m_ambient_light_fade_accum >= m_ambient_light_fade_duration)
- {
- m_ambient_light = m_target_ambient_light;
- m_ambient_light_fading = false;
- m_ambient_light_fade_accum = 0;
- }
- }
- }
- void
- AmbientLight::draw(DrawingContext& context)
- {
- context.set_ambient_color(m_ambient_light);
- }
- void
- AmbientLight::set_ambient_light(const Color& ambient_light)
- {
- m_ambient_light = ambient_light;
- }
- Color
- AmbientLight::get_ambient_light() const
- {
- return m_ambient_light;
- }
- void
- AmbientLight::fade_to_ambient_light(float red, float green, float blue, float seconds)
- {
- if (seconds == 0)
- {
- m_ambient_light = Color(red, green, blue);
- return;
- }
- m_ambient_light_fading = true;
- m_ambient_light_fade_accum = 0;
- m_ambient_light_fade_duration = seconds;
- m_source_ambient_light = m_ambient_light;
- m_target_ambient_light = Color(red, green, blue);
- }
- ObjectSettings
- AmbientLight::get_settings()
- {
- ObjectSettings result = GameObject::get_settings();
- result.add_color(_("Color"), &m_ambient_light, "color");
- return result;
- }
- /* EOF */
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