2018-04-14 11:19:19 +02:00

112 lines
3.3 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/stark/resources/light.h"
#include "engines/stark/formats/xrc.h"
#include "engines/stark/gfx/renderentry.h"
#include "engines/stark/services/stateprovider.h"
namespace Stark {
namespace Resources {
Light::~Light() {
delete _lightEntry;
}
Light::Light(Object *parent, byte subType, uint16 index, const Common::String &name) :
Object(parent, subType, index, name),
_outerConeAngle(0),
_innerConeAngle(0),
_falloffNear(100.0),
_falloffFar(500.0),
_lightEntry(nullptr),
_multiplier(1.0) {
_type = TYPE;
}
void Light::readData(Formats::XRCReadStream *stream) {
_color = stream->readVector3();
_position = stream->readVector3();
_direction = stream->readVector3();
_outerConeAngle = stream->readFloatLE();
_innerConeAngle = stream->readFloatLE();
if (stream->isDataLeft()) {
_falloffNear = stream->readFloatLE();
_falloffFar = stream->readFloatLE();
}
}
void Light::onPostRead() {
Object::onPostRead();
_lightEntry = new Gfx::LightEntry();
_lightEntry->type = (Gfx::LightEntry::Type) _subType;
_lightEntry->direction = _direction;
_lightEntry->innerConeAngle = _innerConeAngle / 2.0;
_lightEntry->outerConeAngle = _outerConeAngle / 2.0;
_lightEntry->falloffNear = _falloffNear;
_lightEntry->falloffFar = _falloffFar;
// Negative lights add darkness
_multiplier = _name.hasPrefix("x_neg") ? -1.0 : 1.0;
}
void Light::saveLoad(ResourceSerializer *serializer) {
Object::saveLoad(serializer);
serializer->syncAsVector3d(_color);
serializer->syncAsVector3d(_position);
}
void Light::setColor(int32 red, int32 green, int32 blue) {
_color.x() = (float) red / 255.0f;
_color.y() = (float) green / 255.0f;
_color.z() = (float) blue / 255.0f;
}
void Light::setPosition(const Math::Vector3d &position) {
_position = position;
}
Gfx::LightEntry *Light::getLightEntry() {
_lightEntry->color = _multiplier * _color;
_lightEntry->position = _position;
return _lightEntry;
}
void Light::printData() {
Common::Debug debug = streamDbg();
debug << "color: " << _color << "\n";
debug << "position: " << _position << "\n";
debug << "direction: " << _direction << "\n";
debug << "innerConeAngle: " << _innerConeAngle << "\n";
debug << "outerConeAngle: " << _outerConeAngle << "\n";
debug << "falloffNear: " << _falloffNear << "\n";
debug << "falloffFar: " << _falloffFar << "\n";
}
} // End of namespace Resources
} // End of namespace Stark