tibia-client/src/client/lightview.h

63 lines
2.1 KiB
C++

/*
* Copyright (c) 2010-2014 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef LIGHTVIEW_H
#define LIGHTVIEW_H
#include "declarations.h"
#include <framework/graphics/declarations.h>
#include <framework/graphics/painter.h>
#include "thingtype.h"
struct LightSource {
Color color;
Point center;
int radius;
};
class LightView : public LuaObject
{
public:
LightView();
void reset();
void setGlobalLight(const Light& light);
void addLightSource(const Point& center, float scaleFactor, const Light& light);
void resize(const Size& size);
void draw(const Rect& dest, const Rect& src);
void setBlendEquation(Painter::BlendEquation blendEquation) { m_blendEquation = blendEquation; }
private:
void drawGlobalLight(const Light& light);
void drawLightSource(const Point& center, const Color& color, int radius);
TexturePtr generateLightBubble(float centerFactor);
Painter::BlendEquation m_blendEquation;
TexturePtr m_lightTexture;
FrameBufferPtr m_lightbuffer;
Light m_globalLight;
std::vector<LightSource> m_lightMap;
};
#endif