diff options
Diffstat (limited to 'src/old/light.cpp')
-rw-r--r-- | src/old/light.cpp | 1008 |
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); + } + } +} + + |