110 lines
2.7 KiB
C++
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;
|
|
}
|
|
};
|