Add LightingInstance
Still need to work on PropertyGrid for it
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@@ -48,7 +48,6 @@ class Application { // : public GApp {
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int getMode();
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void unSetMode();
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void toggleSky();
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CameraController cameraController;
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UserInput* userInput;
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PropertyWindow* _propWindow;
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@@ -56,7 +55,6 @@ class Application { // : public GApp {
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RenderDevice* getRenderDevice();
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void selectInstance(Instance* selectedInstance,PropertyWindow* propWindow);
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void setMode(int mode);
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SkyRef getSky();
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void resize3DView(int w, int h);
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Tool * tool;
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@@ -68,7 +66,6 @@ class Application { // : public GApp {
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RenderDevice* renderDevice;
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//void initGUI();
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HWND _hWndMain;
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SkyRef sky;
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bool quit;
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bool mouseOnScreen;
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bool rightButtonHolding;
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@@ -85,7 +82,6 @@ class Application { // : public GApp {
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GAppSettings _settings;
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double lightProjX, lightProjY, lightProjNear, lightProjFar;
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IEBrowser* webBrowser;
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bool _hideSky;
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protected:
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Stopwatch m_graphicsWatch;
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Stopwatch m_logicWatch;
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@@ -9,6 +9,7 @@
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#include "ThumbnailGeneratorInstance.h"
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#include "XplicitNgine/XplicitNgine.h"
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#include "SoundService.h"
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#include "LightingInstance.h"
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// Libraries
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#include "rapidxml/rapidxml.hpp"
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@@ -36,6 +37,7 @@ public:
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XplicitNgine* getEngine();
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ThumbnailGeneratorInstance* getThumbnailGenerator();
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SoundService* getSoundService();
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LightingInstance* getLighting();
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std::string message;
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std::string _loadedFileName;
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@@ -69,7 +71,7 @@ private:
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ThumbnailGeneratorInstance* thumbnailGenerator;
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XplicitNgine* xplicitNgine;
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SoundService* soundService;
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LightingInstance* lightingInstance;
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bool running;
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};
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44
src/include/DataModelV2/LightingInstance.h
Normal file
44
src/include/DataModelV2/LightingInstance.h
Normal file
@@ -0,0 +1,44 @@
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#pragma once
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#include "Instance.h"
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class LightingInstance :
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public Instance
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{
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public:
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LightingInstance(void);
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~LightingInstance(void);
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// Getters
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G3D::Color3 getTopAmbient();
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G3D::Color3 getBottomAmbient();
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G3D::Color3 getSpotLight();
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G3D::Color4 getClearColor();
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G3D::SkyRef getSky();
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G3D::LightingParameters getLightingParameters();
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// Setters
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void setTopAmbient(G3D::Color3 newValue);
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void setBottomAmbient(G3D::Color3 newValue);
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void setSpotLight(G3D::Color3 newValue);
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void setClearColor(G3D::Color4 clearColor);
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// Functions
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void drawSky();
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void suppressSky(bool doSuppress);
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void update();
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void drawEffects();
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void drawOutlines(Vector3 from, Vector3 to, RenderDevice* rd, Vector3 size, Vector3 pos, CoordinateFrame c);
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// Properties
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void PropUpdate(LPPROPGRIDITEM &pItem);
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std::vector<PROPGRIDITEM> getProperties();
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private:
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G3D::Color3 topAmbient;
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G3D::Color3 bottomAmbient;
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G3D::Color3 spotLight;
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G3D::Color4 clearColor;
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G3D::SkyRef sky;
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G3D::LightingParameters lighting;
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bool _hideSky;
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};
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