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authorPiotr Dziwinski <piotrdz@gmail.com>2012-06-26 22:23:05 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-06-26 22:23:05 +0200
commitebed57aa22b772211387a5561f995eee8f5faed1 (patch)
tree9a0b08371df54c125957e63c7ecff81c001d4eaf /src/old/light.cpp
parentfc5389d18816799ba2698914384cd099ba8a7a6c (diff)
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Whitespace and language change
- changed tabs to spaces and DOS line endings to Unix (except in CBot and metafile) - changed language to English - fixed #include <d3d.h> in d3dengine.h
Diffstat (limited to 'src/old/light.cpp')
-rw-r--r--src/old/light.cpp1008
1 files changed, 504 insertions, 504 deletions
diff --git a/src/old/light.cpp b/src/old/light.cpp
index 0589141..811a824 100644
--- a/src/old/light.cpp
+++ b/src/old/light.cpp
@@ -1,504 +1,504 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program 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 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program 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 this program. If not, see http://www.gnu.org/licenses/.
-
-// light.cpp
-
-
-#include <windows.h>
-#include <stdio.h>
-#include <d3d.h>
-
-#include "common/struct.h"
-#include "math/const.h"
-#include "math/geometry.h"
-#include "math/conv.h"
-#include "old/d3dengine.h"
-#include "common/event.h"
-#include "common/misc.h"
-#include "common/iman.h"
-#include "old/math3d.h"
-#include "old/light.h"
-
-
-
-
-
-// Initializes a progression.
-
-void ProgInit(LightProg &p, float value)
-{
- p.starting = value;
- p.ending = value;
- p.current = value;
- p.progress = 0.0f;
- p.speed = 100.0f;
-}
-
-// Makes evolve a 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 the current value.
-
-void ProgSet(LightProg &p, float value)
-{
- p.starting = p.current;
- p.ending = value;
- p.progress = 0.0f;
-}
-
-
-
-
-
-// Object's constructor.
-
-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;
-}
-
-// Object's destructor.
-
-CLight::~CLight()
-{
- free(m_lightTable);
- m_iMan->DeleteInstance(CLASS_LIGHT, this);
-}
-
-
-void CLight::SetD3DDevice(LPDIRECT3DDEVICE7 device)
-{
- m_pD3DDevice = device;
-}
-
-
-// Removes all the lights.
-
-void CLight::FlushLight()
-{
- int i;
-
- for ( i=0 ; i<D3DMAXLIGHT ; i++ )
- {
- m_lightTable[i].bUsed = false;
- m_pD3DDevice->LightEnable(i, false);
- }
- m_lightUsed = 0;
-}
-
-
-// Creates a new light. Returns its rank or -1 on error.
-
-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; // white
- 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); // gray
-
- if ( m_lightUsed < i+1 )
- {
- m_lightUsed = i+1;
- }
- return i;
- }
- }
- return -1;
-}
-
-// Deletes a light.
-
-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;
-}
-
-
-// Specifies a light.
-
-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;
-}
-
-// Gives the specifications of a light.
-
-bool CLight::GetLight(int lightRank, D3DLIGHT7 &light)
-{
- if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
-
- light = m_lightTable[lightRank].light;
- return true;
-}
-
-
-// Lights up or put out a light.
-
-bool CLight::LightEnable(int lightRank, bool bEnable)
-{
- if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
-
- m_lightTable[lightRank].bEnable = bEnable;
- return true;
-}
-
-
-// Specifies the type (TYPE *) items included in this light.
-// This light does not light up so that this type of objects.
-
-bool CLight::SetLightIncluType(int lightRank, D3DTypeObj type)
-{
- if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
-
- m_lightTable[lightRank].incluType = type;
- return true;
-}
-
-// Specifies the type (TYPE *) items excluded by this light.
-// This light does not illuminate then ever these objects.
-
-bool CLight::SetLightExcluType(int lightRank, D3DTypeObj type)
-{
- if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
-
- m_lightTable[lightRank].excluType = type;
- return true;
-}
-
-
-// Management of the position of the light.
-
-bool CLight::SetLightPos(int lightRank, Math::Vector pos)
-{
- if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
-
- m_lightTable[lightRank].light.dvPosition = VEC_TO_D3DVEC(pos);
- return true;
-}
-
-Math::Vector CLight::RetLightPos(int lightRank)
-{
- if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return Math::Vector(0.0f, 0.0f, 0.0f);
-
- return D3DVEC_TO_VEC(m_lightTable[lightRank].light.dvPosition);
-}
-
-
-// Management direction of the light.
-
-bool CLight::SetLightDir(int lightRank, Math::Vector dir)
-{
- if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
-
- m_lightTable[lightRank].light.dvDirection = VEC_TO_D3DVEC(dir);
- return true;
-}
-
-Math::Vector CLight::RetLightDir(int lightRank)
-{
- if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return Math::Vector(0.0f, 0.0f, 0.0f);
-
- return D3DVEC_TO_VEC(m_lightTable[lightRank].light.dvDirection);
-}
-
-
-// Specifies the rate of change.
-
-bool CLight::SetLightIntensitySpeed(int lightRank, float speed)
-{
- if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
-
- m_lightTable[lightRank].intensity.speed = speed;
- return true;
-}
-
-// Management of the intensity of light.
-
-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;
-}
-
-
-// Specifies the rate of change.
-
-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;
-}
-
-// Color management for light.
-
-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;
-}
-
-
-// Adjusts the color of all lights.
-
-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();
-}
-
-
-
-// Makes all the lights evolve.
-
-void CLight::FrameLight(float rTime)
-{
- Math::Vector 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*Math::PI*0.5f)*1.0f);
- m_lightTable[i].light.dvDirection.z = cosf((m_time+i*Math::PI*0.5f)*1.1f);
- m_lightTable[i].light.dvDirection.y = -1.0f+cosf((m_time+i*Math::PI*0.5f)*2.7f)*0.5f;
- }
-
- if ( m_lightTable[i].incluType == TYPEMETAL )
- {
- dir = m_engine->RetEyePt()-m_engine->RetLookatPt();
- angle = Math::RotateAngle(dir.x, dir.z);
- angle += Math::PI*0.5f*i;
- m_lightTable[i].light.dvDirection.x = sinf(angle*2.0f);
- m_lightTable[i].light.dvDirection.z = cosf(angle*2.0f);
- }
- }
-}
-
-
-// Updates all the lights.
-
-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);
- }
- }
-}
-
-// Updates the lights for a given type.
-
-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);
- }
- }
-}
-
-
+// * This file is part of the COLOBOT source code
+// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
+// *
+// * This program 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 3 of the License, or
+// * (at your option) any later version.
+// *
+// * This program 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 this program. If not, see http://www.gnu.org/licenses/.
+
+// light.cpp
+
+
+#include <windows.h>
+#include <stdio.h>
+#include <d3d.h>
+
+#include "common/struct.h"
+#include "math/const.h"
+#include "math/geometry.h"
+#include "math/conv.h"
+#include "old/d3dengine.h"
+#include "common/event.h"
+#include "common/misc.h"
+#include "common/iman.h"
+#include "old/math3d.h"
+#include "old/light.h"
+
+
+
+
+
+// Initializes a progression.
+
+void ProgInit(LightProg &p, float value)
+{
+ p.starting = value;
+ p.ending = value;
+ p.current = value;
+ p.progress = 0.0f;
+ p.speed = 100.0f;
+}
+
+// Makes evolve a 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 the current value.
+
+void ProgSet(LightProg &p, float value)
+{
+ p.starting = p.current;
+ p.ending = value;
+ p.progress = 0.0f;
+}
+
+
+
+
+
+// Object's constructor.
+
+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;
+}
+
+// Object's destructor.
+
+CLight::~CLight()
+{
+ free(m_lightTable);
+ m_iMan->DeleteInstance(CLASS_LIGHT, this);
+}
+
+
+void CLight::SetD3DDevice(LPDIRECT3DDEVICE7 device)
+{
+ m_pD3DDevice = device;
+}
+
+
+// Removes all the lights.
+
+void CLight::FlushLight()
+{
+ int i;
+
+ for ( i=0 ; i<D3DMAXLIGHT ; i++ )
+ {
+ m_lightTable[i].bUsed = false;
+ m_pD3DDevice->LightEnable(i, false);
+ }
+ m_lightUsed = 0;
+}
+
+
+// Creates a new light. Returns its rank or -1 on error.
+
+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; // white
+ 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); // gray
+
+ if ( m_lightUsed < i+1 )
+ {
+ m_lightUsed = i+1;
+ }
+ return i;
+ }
+ }
+ return -1;
+}
+
+// Deletes a light.
+
+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;
+}
+
+
+// Specifies a light.
+
+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;
+}
+
+// Gives the specifications of a light.
+
+bool CLight::GetLight(int lightRank, D3DLIGHT7 &light)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
+
+ light = m_lightTable[lightRank].light;
+ return true;
+}
+
+
+// Lights up or put out a light.
+
+bool CLight::LightEnable(int lightRank, bool bEnable)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
+
+ m_lightTable[lightRank].bEnable = bEnable;
+ return true;
+}
+
+
+// Specifies the type (TYPE *) items included in this light.
+// This light does not light up so that this type of objects.
+
+bool CLight::SetLightIncluType(int lightRank, D3DTypeObj type)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
+
+ m_lightTable[lightRank].incluType = type;
+ return true;
+}
+
+// Specifies the type (TYPE *) items excluded by this light.
+// This light does not illuminate then ever these objects.
+
+bool CLight::SetLightExcluType(int lightRank, D3DTypeObj type)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
+
+ m_lightTable[lightRank].excluType = type;
+ return true;
+}
+
+
+// Management of the position of the light.
+
+bool CLight::SetLightPos(int lightRank, Math::Vector pos)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
+
+ m_lightTable[lightRank].light.dvPosition = VEC_TO_D3DVEC(pos);
+ return true;
+}
+
+Math::Vector CLight::RetLightPos(int lightRank)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return Math::Vector(0.0f, 0.0f, 0.0f);
+
+ return D3DVEC_TO_VEC(m_lightTable[lightRank].light.dvPosition);
+}
+
+
+// Management direction of the light.
+
+bool CLight::SetLightDir(int lightRank, Math::Vector dir)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
+
+ m_lightTable[lightRank].light.dvDirection = VEC_TO_D3DVEC(dir);
+ return true;
+}
+
+Math::Vector CLight::RetLightDir(int lightRank)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return Math::Vector(0.0f, 0.0f, 0.0f);
+
+ return D3DVEC_TO_VEC(m_lightTable[lightRank].light.dvDirection);
+}
+
+
+// Specifies the rate of change.
+
+bool CLight::SetLightIntensitySpeed(int lightRank, float speed)
+{
+ if ( lightRank < 0 || lightRank >= D3DMAXLIGHT ) return false;
+
+ m_lightTable[lightRank].intensity.speed = speed;
+ return true;
+}
+
+// Management of the intensity of light.
+
+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;
+}
+
+
+// Specifies the rate of change.
+
+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;
+}
+
+// Color management for light.
+
+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;
+}
+
+
+// Adjusts the color of all lights.
+
+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();
+}
+
+
+
+// Makes all the lights evolve.
+
+void CLight::FrameLight(float rTime)
+{
+ Math::Vector 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*Math::PI*0.5f)*1.0f);
+ m_lightTable[i].light.dvDirection.z = cosf((m_time+i*Math::PI*0.5f)*1.1f);
+ m_lightTable[i].light.dvDirection.y = -1.0f+cosf((m_time+i*Math::PI*0.5f)*2.7f)*0.5f;
+ }
+
+ if ( m_lightTable[i].incluType == TYPEMETAL )
+ {
+ dir = m_engine->RetEyePt()-m_engine->RetLookatPt();
+ angle = Math::RotateAngle(dir.x, dir.z);
+ angle += Math::PI*0.5f*i;
+ m_lightTable[i].light.dvDirection.x = sinf(angle*2.0f);
+ m_lightTable[i].light.dvDirection.z = cosf(angle*2.0f);
+ }
+ }
+}
+
+
+// Updates all the lights.
+
+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);
+ }
+ }
+}
+
+// Updates the lights for a given type.
+
+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);
+ }
+ }
+}
+
+