// // Lol Engine // // Copyright: (c) 2013 Benjamin "Touky" Huet // (c) 2013 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #pragma once // // The Scene setup class // ---------------- // namespace lol { //----------------------------------------------------------------------------- class SceneSetup { friend class SceneSetupLuaLoader; friend class SceneSetupLuaObject; public: //CTor/DTor SceneSetup() : SceneSetup("default") { } SceneSetup(String const& name); ~SceneSetup(); static char const *GetName() { return ""; } //-- bool Startup(); bool Shutdown(bool destroy=false); //-- Setup command void AddLight(LightType type); void SetupScene(); //-- main funcs void SetPosition(vec3 const& v); void SetLookAt(vec3 const& v); void SetColor(vec4 const& c); //------------------------------------------------------------------------- struct DisplayBase : public StructSafeEnum { enum Type { Gizmo, Light, Max }; protected: virtual bool BuildEnumMap(map& enum_map) { enum_map[Gizmo] = "Gizmo"; enum_map[Light] = "Light"; return true; } }; typedef SafeEnum Display; void Show(Display const& d); void Hide(Display const& d); void Toggle(Display const& d); protected: void Set(Display const& d, DisplayFlag const& f); protected: //------------------------------------------------------------------------- struct CommandBase : public StructSafeEnum { enum Type { AddLight, SetupScene, Max }; protected: virtual bool BuildEnumMap(map& enum_map) { enum_map[AddLight] = "AddLight"; enum_map[SetupScene] = "SetupScene"; return true; } }; typedef SafeEnum Command; public: //-- String m_name; Command m_last_cmd; vec4 m_clear_color; array m_lights; array m_custom_cmd; bool m_show_gizmo; bool m_show_lights; }; //----------------------------------------------------------------------------- class SceneSetupLuaObject : public LuaObject { public: //------------------------------------------------------------------------- SceneSetupLuaObject(String& name); virtual ~SceneSetupLuaObject(); //------------------------------------------------------------------------- static SceneSetupLuaObject* New(lua_State* l, int arg_nb); static const LuaObjectLibrary* GetLib(); //------------------------------------------------------------------------- public: //-- Setup command static int AddLight(lua_State* l); static int SetupScene(lua_State* l); //-- main funcs static int SetPosition(lua_State* l); static int SetLookAt(lua_State* l); static int SetColor(lua_State* l); static int Show(lua_State* l); static int Hide(lua_State* l); static int Toggle(lua_State* l); //-- Setup command void AddLight(LightType type); void SetupScene(); //-- main funcs void SetPosition(vec3& v); void SetLookAt(vec3& v); void SetColor(vec4& c); void Show(SceneSetup::Display const& d); void Hide(SceneSetup::Display const& d); void Toggle(SceneSetup::Display const& d); private: SceneSetup* m_setup = nullptr; }; //----------------------------------------------------------------------------- class SceneSetupLuaLoader : public LuaLoader { friend class SceneSetupLuaObject; public: SceneSetupLuaLoader(); virtual ~SceneSetupLuaLoader(); //Virtual Store lua object ------------------------------------------------ virtual void Store(LuaObject* obj); array& GetInstances(); //------------------------------------------------------------------------- protected: static void RegisterSetup(SceneSetup* setup); static bool GetRegisteredSetups(map& setups); public: bool GetLoadedSetups(map& setups); private: static map m_setups; }; /* addlight { return token::T_ADDLIGHT; } position { return token::T_OBJPOSITION; } lookat { return token::T_OBJLOOKAT; } color { return token::T_OBJCOLOR; } clearcolor { return token::T_CLEARCOLOR; } showgizmo { return token::T_SHOWGIZMO; } showlight { return token::T_SHOWLIGHT; } custom { return token::T_CUSTOMCMD; } custom { return token::T_CUSTOMCMD; } light_command: T_ADDLIGHT { uc.m_sstp.m_lights << new Light(); uc.m_last_cmd = "ADDLIGHT"; } | T_ADDLIGHT fv { uc.m_sstp.m_lights << new Light(); uc.m_last_cmd = "ADDLIGHT"; uc.m_sstp.m_lights.last()->SetType(LightType($2)); } | T_ADDLIGHT svv { uc.m_sstp.m_lights << new Light(); uc.m_last_cmd = "ADDLIGHT"; uc.m_sstp.m_lights.last()->SetType(FindValue($2)); } ; setup_command: T_OBJPOSITION v3 { if (uc.m_last_cmd == "ADDLIGHT") uc.m_sstp.m_lights.last()->SetPosition(vec3($2[0], $2[1], $2[2])); } | T_OBJLOOKAT v3 { if (uc.m_last_cmd == "ADDLIGHT") { } } | T_OBJCOLOR v4{ if (uc.m_last_cmd == "ADDLIGHT") uc.m_sstp.m_lights.last()->SetColor(vec4($2[0], $2[1], $2[2], $2[3])); } | T_OBJCOLOR COLOR{ uint32_t x = $2; ivec4 v(x >> 24, (x >> 16) & 0xff, (x >> 8) & 0xff, x & 0xff); vec4 vv = vec4(v) * (1.f / 255.f); if (uc.m_last_cmd == "ADDLIGHT") uc.m_sstp.m_lights.last()->SetColor(vv); } ; scene_command: T_CLEARCOLOR v4{ uc.m_sstp.m_clear_color = vec4($2[0], $2[1], $2[2], $2[3]); } T_CLEARCOLOR v3{ uc.m_sstp.m_clear_color = vec4($2[0], $2[1], $2[2], 1.f); } | T_CLEARCOLOR COLOR{ uint32_t x = $2; ivec4 v(x >> 24, (x >> 16) & 0xff, (x >> 8) & 0xff, x & 0xff); uc.m_sstp.m_clear_color = vec4(v) * (1.f / 255.f); } | T_SHOWGIZMO bv{ uc.m_sstp.m_show_gizmo = $2; } | T_SHOWLIGHT bv{ uc.m_sstp.m_show_lights = $2; } ; custom_command: T_CUSTOMCMD svv sv{ uc.m_sstp.m_custom_cmd.push($2, $3); } ; */ } /* namespace lol */