netradiant-custom/plugins/entity/colour.h

110 lines
2.7 KiB
C++

/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant 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 2 of the License, or
(at your option) any later version.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#pragma once
#include "ientity.h"
#include "irender.h"
#include "math/vector.h"
#include "eclasslib.h"
#include "generic/callback.h"
#include "stringio.h"
inline void default_colour( Vector3& colour ){
colour = Vector3( 1, 1, 1 );
}
inline void read_colour( Vector3& colour, const char* value ){
if ( !string_parse_vector3( value, colour ) ) {
default_colour( colour );
}
}
inline void read_colour_normalized( Vector3& colour, const char* value ){
if ( !string_parse_vector3( value, colour ) ) {
default_colour( colour );
}
else{
const auto max = vector3_max_component( colour );
if ( max == 0 )
default_colour( colour );
else
colour /= max;
}
}
inline void write_colour( const Vector3& colour, Entity* entity ){
char value[64];
sprintf( value, "%g %g %g", colour[0], colour[1], colour[2] );
entity->setKeyValue( "_color", value );
}
class Colour
{
Callback m_colourChanged;
Shader* m_state;
Shader* m_state_additive;
void capture_state(){
m_state = colour_capture_state_fill( m_colour );
m_state_additive = colour_capture_state_add( m_colour_add );
}
void release_state(){
colour_release_state_fill( m_colour );
colour_release_state_add( m_colour_add );
}
Vector3 m_colour_add;
public:
Vector3 m_colour;
Colour( const Callback& colourChanged )
: m_colourChanged( colourChanged ){
default_colour( m_colour );
m_colour_add = m_colour / 8;
capture_state();
}
~Colour(){
release_state();
}
void colourChanged( const char* value ){
release_state();
read_colour_normalized( m_colour, value );
m_colour_add = m_colour / 8;
capture_state();
m_colourChanged();
}
typedef MemberCaller1<Colour, const char*, &Colour::colourChanged> ColourChangedCaller;
void write( Entity* entity ) const {
write_colour( m_colour, entity );
}
Shader* state() const {
return m_state;
}
Shader* state_additive() const {
return m_state_additive;
}
};