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112 lines
3.3 KiB
C++
112 lines
3.3 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/stark/resources/light.h"
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#include "engines/stark/formats/xrc.h"
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#include "engines/stark/gfx/renderentry.h"
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#include "engines/stark/services/stateprovider.h"
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namespace Stark {
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namespace Resources {
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Light::~Light() {
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delete _lightEntry;
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}
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Light::Light(Object *parent, byte subType, uint16 index, const Common::String &name) :
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Object(parent, subType, index, name),
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_outerConeAngle(0),
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_innerConeAngle(0),
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_falloffNear(100.0),
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_falloffFar(500.0),
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_lightEntry(nullptr),
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_multiplier(1.0) {
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_type = TYPE;
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}
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void Light::readData(Formats::XRCReadStream *stream) {
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_color = stream->readVector3();
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_position = stream->readVector3();
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_direction = stream->readVector3();
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_outerConeAngle = stream->readFloatLE();
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_innerConeAngle = stream->readFloatLE();
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if (stream->isDataLeft()) {
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_falloffNear = stream->readFloatLE();
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_falloffFar = stream->readFloatLE();
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}
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}
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void Light::onPostRead() {
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Object::onPostRead();
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_lightEntry = new Gfx::LightEntry();
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_lightEntry->type = (Gfx::LightEntry::Type) _subType;
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_lightEntry->direction = _direction;
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_lightEntry->innerConeAngle = _innerConeAngle / 2.0;
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_lightEntry->outerConeAngle = _outerConeAngle / 2.0;
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_lightEntry->falloffNear = _falloffNear;
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_lightEntry->falloffFar = _falloffFar;
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// Negative lights add darkness
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_multiplier = _name.hasPrefix("x_neg") ? -1.0 : 1.0;
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}
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void Light::saveLoad(ResourceSerializer *serializer) {
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Object::saveLoad(serializer);
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serializer->syncAsVector3d(_color);
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serializer->syncAsVector3d(_position);
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}
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void Light::setColor(int32 red, int32 green, int32 blue) {
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_color.x() = (float) red / 255.0f;
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_color.y() = (float) green / 255.0f;
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_color.z() = (float) blue / 255.0f;
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}
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void Light::setPosition(const Math::Vector3d &position) {
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_position = position;
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}
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Gfx::LightEntry *Light::getLightEntry() {
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_lightEntry->color = _multiplier * _color;
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_lightEntry->position = _position;
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return _lightEntry;
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}
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void Light::printData() {
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Common::Debug debug = streamDbg();
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debug << "color: " << _color << "\n";
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debug << "position: " << _position << "\n";
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debug << "direction: " << _direction << "\n";
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debug << "innerConeAngle: " << _innerConeAngle << "\n";
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debug << "outerConeAngle: " << _outerConeAngle << "\n";
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debug << "falloffNear: " << _falloffNear << "\n";
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debug << "falloffFar: " << _falloffFar << "\n";
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}
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} // End of namespace Resources
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} // End of namespace Stark
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