Files
maszyna/rendering/lightarray.cpp
2026-03-14 19:01:57 +00:00

127 lines
5.5 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
/*
MaSzyna EU07 locomotive simulator
Copyright (C) 2001-2004 Marcin Wozniak and others
*/
#include "stdafx.h"
#include "lightarray.h"
#include "DynObj.h"
void
light_array::insert( TDynamicObject const *Owner ) {
// we're only storing lights for locos, which have two sets of lights, front and rear
// for a more generic role this function would have to be tweaked to add vehicle type-specific light combinations
data.emplace_back( Owner, end::front );
data.emplace_back( Owner, end::rear );
}
void
light_array::remove( TDynamicObject const *Owner ) {
data.erase(
std::remove_if(
data.begin(),
data.end(),
[=]( light_record const &light ){ return light.owner == Owner; } ),
data.end() );
}
// updates records in the collection
void
light_array::update() {
for( auto &light : data ) {
// update light parameters to match current data of the owner
if( light.index == end::front ) {
// front light set
light.position = light.owner->GetPosition() + ( light.owner->VectorFront() * ( std::max( 0.0, light.owner->GetLength() * 0.5 - 2.0 ) ) );// +( light.owner->VectorUp() * 0.25 );
light.direction = glm::make_vec3( light.owner->VectorFront().getArray() );
}
else {
// rear light set
light.position = light.owner->GetPosition() - ( light.owner->VectorFront() * ( std::max( 0.0, light.owner->GetLength() * 0.5 - 2.0 ) ) );// +( light.owner->VectorUp() * 0.25 );
light.direction = glm::make_vec3( light.owner->VectorFront().getArray() );
light.direction.x = -light.direction.x;
light.direction.z = -light.direction.z;
}
// determine intensity of this light set
if( ( true == light.owner->MoverParameters->Power24vIsAvailable )
|| ( true == light.owner->MoverParameters->Power110vIsAvailable ) ) {
// with power on, the intensity depends on the state of activated switches
// first we cross-check the list of enabled lights with the lights installed in the vehicle...
auto const lights { light.owner->MoverParameters->iLights[ light.index ] & light.owner->LightList( static_cast<end>( light.index ) ) };
// ...then check their individual state
light.count = 0
+ ( ( lights & light::headlight_left ) ? 1 : 0 )
+ ( ( lights & light::headlight_right ) ? 1 : 0 )
+ ( ( lights & light::headlight_upper ) ? 1 : 0 )
+ ( ( lights & light::highbeamlight_left ) ? 1: 0)
+ ( ( lights & light::highbeamlight_right ) ? 1 : 0);
// set intensity
if( light.count > 0 ) {
bool isEnabled = light.index == end::front ? !light.owner->HeadlightsAoff : !light.owner->HeadlightsBoff;
light.intensity = std::max(0.0f, std::log((float)light.count + 1.0f));
if (light.owner->DimHeadlights && !light.owner->HighBeamLights && isEnabled) // tylko przyciemnione
light.intensity *= light.owner->MoverParameters->dimMultiplier;
else if (!light.owner->DimHeadlights && !light.owner->HighBeamLights && isEnabled) // normalne
light.intensity *= light.owner->MoverParameters->normMultiplier;
else if (light.owner->DimHeadlights && light.owner->HighBeamLights && isEnabled) // przyciemnione dlugie
light.intensity *= light.owner->MoverParameters->highDimMultiplier;
else if (!light.owner->DimHeadlights && light.owner->HighBeamLights && isEnabled) // dlugie zwykle
light.intensity *= light.owner->MoverParameters->highMultiplier;
else if (!isEnabled)
{
light.intensity = 0.0f;
}
// TBD, TODO: intensity can be affected further by other factors
light.state = {
( ( lights & light::headlight_left | light::highbeamlight_left ) ? 1.f : 0.f ),
( ( lights & light::headlight_upper ) ? 1.f : 0.f ),
( ( lights & light::headlight_right | light::highbeamlight_right) ? 1.f : 0.f ) };
light.color = {
static_cast<float>(light.owner->MoverParameters->refR) / 255.0f,
static_cast<float>(light.owner->MoverParameters->refG) / 255.0f,
static_cast<float>(light.owner->MoverParameters->refB) / 255.0f
};
if (light.owner->DimHeadlights && !light.owner->HighBeamLights) // tylko przyciemnione
light.state *= light.owner->MoverParameters->dimMultiplier;
else if (!light.owner->DimHeadlights && !light.owner->HighBeamLights) // normalne
light.state *= light.owner->MoverParameters->normMultiplier;
else if (light.owner->DimHeadlights && light.owner->HighBeamLights) // przyciemnione dlugie
light.state *= light.owner->MoverParameters->highDimMultiplier;
else if (!light.owner->DimHeadlights && light.owner->HighBeamLights) // dlugie zwykle
light.state *= light.owner->MoverParameters->highMultiplier;
else if (!isEnabled)
{
light.state = glm::vec3{0.f};
}
}
else {
light.intensity = 0.0f;
light.state = glm::vec3{ 0.f };
}
}
else {
// with battery off the lights are off
light.intensity = 0.0f;
light.count = 0;
}
}
}