summaryrefslogtreecommitdiffstats
path: root/src/light.cpp
diff options
context:
space:
mode:
authoradiblol <adiblol@1tbps.org>2012-03-08 19:32:05 +0100
committeradiblol <adiblol@1tbps.org>2012-03-08 19:32:05 +0100
commita4c804b49ec872b71bd5a0167c3ad45704a3cc30 (patch)
tree8c931235247d662ca46a99695beb328fdfc8e8a8 /src/light.cpp
downloadcolobot-a4c804b49ec872b71bd5a0167c3ad45704a3cc30.tar.gz
colobot-a4c804b49ec872b71bd5a0167c3ad45704a3cc30.tar.bz2
colobot-a4c804b49ec872b71bd5a0167c3ad45704a3cc30.zip
Initial commit, Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
Diffstat (limited to 'src/light.cpp')
-rw-r--r--src/light.cpp487
1 files changed, 487 insertions, 0 deletions
diff --git a/src/light.cpp b/src/light.cpp
new file mode 100644
index 0000000..e925fea
--- /dev/null
+++ b/src/light.cpp
@@ -0,0 +1,487 @@
+// light.cpp
+
+#define STRICT
+#define D3D_OVERLOADS
+
+#include <windows.h>
+#include <stdio.h>
+#include <d3d.h>
+
+#include "struct.h"
+#include "D3DEngine.h"
+#include "event.h"
+#include "misc.h"
+#include "iman.h"
+#include "math3d.h"
+#include "light.h"
+
+
+
+
+
+// Initialise une progression.
+
+void ProgInit(LightProg &p, float value)
+{
+ p.starting = value;
+ p.ending = value;
+ p.current = value;
+ p.progress = 0.0f;
+ p.speed = 100.0f;
+}
+
+// Fait évoluer une progression.
+
+void ProgFrame(LightProg &p, float rTime)
+{
+ if ( p.speed < 100.0f )
+ {
+ if ( p.progress < 1.0f )
+ {
+ p.progress += p.speed*rTime;
+ if ( p.progress > 1.0f )
+ {
+ p.progress = 1.0f;
+ }
+ }
+
+ p.current = (p.ending-p.starting)*p.progress + p.starting;
+ }
+ else
+ {
+ p.current = p.ending;
+ }
+}
+
+// Change la valeur courante.
+
+void ProgSet(LightProg &p, float value)
+{
+ p.starting = p.current;
+ p.ending = value;
+ p.progress = 0.0f;
+}
+
+
+
+
+
+// Constructeur de l'objet.
+
+CLight::CLight(CInstanceManager* iMan, CD3DEngine* engine)
+{
+ m_iMan = iMan;
+ m_iMan->AddInstance(CLASS_LIGHT, this);
+
+ m_pD3DDevice = 0;
+ m_engine = engine;
+
+ m_lightUsed = 0;
+ m_lightTable = (Light*)malloc(sizeof(Light)*D3DMAXLIGHT);
+ ZeroMemory(m_lightTable, sizeof(Light)*D3DMAXLIGHT);
+
+ m_time = 0.0f;
+}
+
+// Destructeur de l'objet.
+
+CLight::~CLight()
+{
+ free(m_lightTable);
+ m_iMan->DeleteInstance(CLASS_LIGHT, this);
+}
+
+
+void CLight::SetD3DDevice(LPDIRECT3DDEVICE7 device)
+{
+ m_pD3DDevice = device;
+}
+
+
+// Supprime toutes les lumières.
+
+void CLight::FlushLight()
+{
+ int i;
+
+ for ( i=0 ; i<D3DMAXLIGHT ; i++ )
+ {
+ m_lightTable[i].bUsed = FALSE;
+ m_pD3DDevice->LightEnable(i, FALSE);
+ }
+ m_lightUsed = 0;
+}
+
+
+// Crée une nouvelle lumière. Retourne son rang ou -1 en cas d'erreur.
+
+int CLight::CreateLight()
+{
+ int i;
+
+ for ( i=0 ; i<D3DMAXLIGHT ; i++ )
+ {
+ if ( m_lightTable[i].bUsed == FALSE )
+ {
+ ZeroMemory(&m_lightTable[i], sizeof(Light));
+ m_lightTable[i].bUsed = TRUE;
+ m_lightTable[i].bEnable = TRUE;
+
+ m_lightTable[i].incluType = TYPENULL;
+ m_lightTable[i].excluType = TYPENULL;
+
+ m_lightTable[i].light.dltType = D3DLIGHT_DIRECTIONAL;
+ m_lightTable[i].light.dcvDiffuse.r = 0.5f;
+ m_lightTable[i].light.dcvDiffuse.g = 0.5f;
+ m_lightTable[i].light.dcvDiffuse.b = 0.5f; // blanc
+ m_lightTable[i].light.dvPosition.x =-100.0f;
+ m_lightTable[i].light.dvPosition.y = 100.0f;
+ m_lightTable[i].light.dvPosition.z =-100.0f;
+ m_lightTable[i].light.dvDirection.x = 1.0f;
+ m_lightTable[i].light.dvDirection.y = -1.0f;
+ m_lightTable[i].light.dvDirection.z = 1.0f;
+
+ ProgInit(m_lightTable[i].intensity, 1.0f); // maximum
+ ProgInit(m_lightTable[i].colorRed, 0.5f);
+ ProgInit(m_lightTable[i].colorGreen, 0.5f);
+ ProgInit(m_lightTable[i].colorBlue, 0.5f); // gris
+
+ if ( m_lightUsed < i+1 )
+ {
+ m_lightUsed = i+1;
+ }
+ return i;
+ }
+ }
+ return -1;
+}
+
+// Supprime une lumière.
+
+BOOL CLight::DeleteLight(int lightRank)
+{
+ int i;
+
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ m_lightTable[lightRank].bUsed = FALSE;
+ m_pD3DDevice->LightEnable(lightRank, FALSE);
+
+ m_lightUsed = 0;
+ for ( i=0 ; i<D3DMAXLIGHT ; i++ )
+ {
+ if ( m_lightTable[i].bUsed == TRUE )
+ {
+ m_lightUsed = i+1;
+ }
+ }
+
+ return TRUE;
+}
+
+
+// Spécifie une lumière.
+
+BOOL CLight::SetLight(int lightRank, const D3DLIGHT7 &light)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ m_lightTable[lightRank].light = light;
+
+ ProgInit(m_lightTable[lightRank].colorRed, m_lightTable[lightRank].light.dcvDiffuse.r);
+ ProgInit(m_lightTable[lightRank].colorGreen, m_lightTable[lightRank].light.dcvDiffuse.g);
+ ProgInit(m_lightTable[lightRank].colorBlue, m_lightTable[lightRank].light.dcvDiffuse.b);
+
+ return TRUE;
+}
+
+// Donne les spécifications d'une lumière.
+
+BOOL CLight::GetLight(int lightRank, D3DLIGHT7 &light)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ light = m_lightTable[lightRank].light;
+ return TRUE;
+}
+
+
+// Allume ou éteint une lumière.
+
+BOOL CLight::LightEnable(int lightRank, BOOL bEnable)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ m_lightTable[lightRank].bEnable = bEnable;
+ return TRUE;
+}
+
+
+// Spécifie le type (TYPE*) des objets inclus par cette lumière.
+// Cette lumière n'éclairera donc que ce type d'objets.
+
+BOOL CLight::SetLightIncluType(int lightRank, D3DTypeObj type)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ m_lightTable[lightRank].incluType = type;
+ return TRUE;
+}
+
+// Spécifie le type (TYPE*) des objets exclus par cette lumière.
+// Cette lumière n'éclairera donc jamais ce type d'objets.
+
+BOOL CLight::SetLightExcluType(int lightRank, D3DTypeObj type)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ m_lightTable[lightRank].excluType = type;
+ return TRUE;
+}
+
+
+// Gestion de la position de la lunière.
+
+BOOL CLight::SetLightPos(int lightRank, D3DVECTOR pos)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ m_lightTable[lightRank].light.dvPosition = pos;
+ return TRUE;
+}
+
+D3DVECTOR CLight::RetLightPos(int lightRank)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return D3DVECTOR(0.0f, 0.0f, 0.0f);
+
+ return m_lightTable[lightRank].light.dvPosition;
+}
+
+
+// Gestion de la direction de la lumière.
+
+BOOL CLight::SetLightDir(int lightRank, D3DVECTOR dir)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ m_lightTable[lightRank].light.dvDirection = dir;
+ return TRUE;
+}
+
+D3DVECTOR CLight::RetLightDir(int lightRank)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return D3DVECTOR(0.0f, 0.0f, 0.0f);
+
+ return m_lightTable[lightRank].light.dvDirection;
+}
+
+
+// Spécifie la vitesse de changement.
+
+BOOL CLight::SetLightIntensitySpeed(int lightRank, float speed)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ m_lightTable[lightRank].intensity.speed = speed;
+ return TRUE;
+}
+
+// Gestion de l'intensité de la lumière.
+
+BOOL CLight::SetLightIntensity(int lightRank, float value)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ ProgSet(m_lightTable[lightRank].intensity, value);
+ return TRUE;
+}
+
+float CLight::RetLightIntensity(int lightRank)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return 0.0f;
+
+ return m_lightTable[lightRank].intensity.current;
+}
+
+
+// Spécifie la vitesse de changement.
+
+BOOL CLight::SetLightColorSpeed(int lightRank, float speed)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ m_lightTable[lightRank].colorRed.speed = speed;
+ m_lightTable[lightRank].colorGreen.speed = speed;
+ m_lightTable[lightRank].colorBlue.speed = speed;
+ return TRUE;
+}
+
+// Gestion de la couleur de la lumière.
+
+BOOL CLight::SetLightColor(int lightRank, D3DCOLORVALUE color)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return FALSE;
+
+ ProgSet(m_lightTable[lightRank].colorRed, color.r);
+ ProgSet(m_lightTable[lightRank].colorGreen, color.g);
+ ProgSet(m_lightTable[lightRank].colorBlue, color.b);
+ return TRUE;
+}
+
+D3DCOLORVALUE CLight::RetLightColor(int lightRank)
+{
+ D3DCOLORVALUE color;
+
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT )
+ {
+ color.r = 0.5f;
+ color.g = 0.5f;
+ color.b = 0.5f;
+ color.a = 0.5f;
+ return color;
+ }
+
+ color.r = m_lightTable[lightRank].colorRed.current;
+ color.g = m_lightTable[lightRank].colorGreen.current;
+ color.b = m_lightTable[lightRank].colorBlue.current;
+ return color;
+}
+
+
+// Adapte la couleur de toutes les lumières.
+
+void CLight::AdaptLightColor(D3DCOLORVALUE color, float factor)
+{
+ D3DCOLORVALUE value;
+ int i;
+
+ for ( i=0 ; i<m_lightUsed ; i++ )
+ {
+ if ( m_lightTable[i].bUsed == FALSE ) continue;
+
+ value.r = m_lightTable[i].colorRed.current;
+ value.g = m_lightTable[i].colorGreen.current;
+ value.b = m_lightTable[i].colorBlue.current;
+
+ value.r += color.r*factor;
+ value.g += color.g*factor;
+ value.b += color.b*factor;
+
+ ProgInit(m_lightTable[i].colorRed, value.r);
+ ProgInit(m_lightTable[i].colorGreen, value.g);
+ ProgInit(m_lightTable[i].colorBlue, value.b);
+ }
+
+ LightUpdate();
+}
+
+
+
+// Fait évoluer toutes les lumières.
+
+void CLight::FrameLight(float rTime)
+{
+ D3DVECTOR dir;
+ float angle;
+ int i;
+
+ if ( m_engine->RetPause() ) return;
+
+ m_time += rTime;
+
+ for ( i=0 ; i<m_lightUsed ; i++ )
+ {
+ if ( m_lightTable[i].bUsed == FALSE ) continue;
+
+ ProgFrame(m_lightTable[i].intensity, rTime);
+ ProgFrame(m_lightTable[i].colorRed, rTime);
+ ProgFrame(m_lightTable[i].colorGreen, rTime);
+ ProgFrame(m_lightTable[i].colorBlue, rTime);
+
+ if ( m_lightTable[i].incluType == TYPEQUARTZ )
+ {
+ m_lightTable[i].light.dvDirection.x = sinf((m_time+i*PI*0.5f)*1.0f);
+ m_lightTable[i].light.dvDirection.z = cosf((m_time+i*PI*0.5f)*1.1f);
+ m_lightTable[i].light.dvDirection.y = -1.0f+cosf((m_time+i*PI*0.5f)*2.7f)*0.5f;
+ }
+
+ if ( m_lightTable[i].incluType == TYPEMETAL )
+ {
+ dir = m_engine->RetEyePt()-m_engine->RetLookatPt();
+ angle = RotateAngle(dir.x, dir.z);
+ angle += PI*0.5f*i;
+ m_lightTable[i].light.dvDirection.x = sinf(angle*2.0f);
+ m_lightTable[i].light.dvDirection.z = cosf(angle*2.0f);
+ }
+ }
+}
+
+
+// Met à jour toutes les lumières.
+
+void CLight::LightUpdate()
+{
+ BOOL bEnable;
+ float value;
+ int i;
+
+ for ( i=0 ; i<m_lightUsed ; i++ )
+ {
+ if ( m_lightTable[i].bUsed == FALSE ) continue;
+
+ bEnable = m_lightTable[i].bEnable;
+ if ( m_lightTable[i].intensity.current == 0.0f ) bEnable = FALSE;
+
+ if ( bEnable )
+ {
+ value = m_lightTable[i].colorRed.current * m_lightTable[i].intensity.current;
+ m_lightTable[i].light.dcvDiffuse.r = value;
+
+ value = m_lightTable[i].colorGreen.current * m_lightTable[i].intensity.current;
+ m_lightTable[i].light.dcvDiffuse.g = value;
+
+ value = m_lightTable[i].colorBlue.current * m_lightTable[i].intensity.current;
+ m_lightTable[i].light.dcvDiffuse.b = value;
+
+ m_pD3DDevice->SetLight(i, &m_lightTable[i].light);
+ m_pD3DDevice->LightEnable(i, bEnable);
+ }
+ else
+ {
+ m_lightTable[i].light.dcvDiffuse.r = 0.0f;
+ m_lightTable[i].light.dcvDiffuse.g = 0.0f;
+ m_lightTable[i].light.dcvDiffuse.b = 0.0f;
+
+ m_pD3DDevice->LightEnable(i, bEnable);
+ }
+ }
+}
+
+// Met à jour les lumières pour un type donné.
+
+void CLight::LightUpdate(D3DTypeObj type)
+{
+ BOOL bEnable;
+ int i;
+
+ for ( i=0 ; i<m_lightUsed ; i++ )
+ {
+ if ( m_lightTable[i].bUsed == FALSE ) continue;
+ if ( m_lightTable[i].bEnable == FALSE ) continue;
+ if ( m_lightTable[i].intensity.current == 0.0f ) continue;
+
+ if ( m_lightTable[i].incluType != TYPENULL )
+ {
+ bEnable = (m_lightTable[i].incluType == type);
+ m_pD3DDevice->LightEnable(i, bEnable);
+ }
+
+ if ( m_lightTable[i].excluType != TYPENULL )
+ {
+ bEnable = (m_lightTable[i].excluType != type);
+ m_pD3DDevice->LightEnable(i, bEnable);
+ }
+ }
+}
+
+