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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace 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.
AstroMenace 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 AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
#include "Light.h"
#include "../RendererInterface/RendererInterface.h"
//-----------------------------------------------------------------------------
// начальная инициализация
//-----------------------------------------------------------------------------
eLight::eLight()
{
// типа нет
LightType = 1;
// цвета нет
Diffuse[0] = 0.0f;
Diffuse[1] = 0.0f;
Diffuse[2] = 0.0f;
Diffuse[3] = 1.0f;
Specular[0] = 0.0f;
Specular[1] = 0.0f;
Specular[2] = 0.0f;
Specular[3] = 1.0f;
Ambient[0] = 0.0f;
Ambient[1] = 0.0f;
Ambient[2] = 0.0f;
Ambient[3] = 1.0f;
ConstantAttenuation = 0.0f;
LinearAttenuation = 0.0f;
QuadraticAttenuation = 0.0f;
tmpAttenuation = -1.0f;
Direction = Location = VECTOR3D(0.0f, 0.0f, 0.0f);
On = true;
RealLightNum = -1;
vw_AttachLight(this);
}
//-----------------------------------------------------------------------------
// деструктор частицы
//-----------------------------------------------------------------------------
eLight::~eLight()
{
vw_DetachLight(this);
}
//-----------------------------------------------------------------------------
// установка источника света
//-----------------------------------------------------------------------------
bool eLight::Activate(int CurrentLightNum, float Matrix[16])
{
if (!On) return false;
RealLightNum = CurrentLightNum;
// установка данных
vw_PushMatrix();
vw_LoadIdentity();
vw_SetMatrix(Matrix);
if (LightType == 0)
{
float RenderDirection[4];
float RenderLocation[4];
RenderDirection[0] = -Direction.x;
RenderDirection[1] = -Direction.y;
RenderDirection[2] = -Direction.z;
RenderLocation[0] = -Direction.x;
RenderLocation[1] = -Direction.y;
RenderLocation[2] = -Direction.z;
RenderLocation[3] = 0.0f; // источник типа солнца
// т.к. мы не используем "сброс" состояния источника в исходное - надо обязательно переустановить все
vw_SetLightV(RealLightNum, RI_DIFFUSE, Diffuse);
vw_SetLightV(RealLightNum, RI_SPECULAR, Specular);
vw_SetLightV(RealLightNum, RI_AMBIENT, Ambient);
vw_SetLightV(RealLightNum, RI_DIRECTION, RenderDirection);
vw_SetLightV(RealLightNum, RI_POSITION, RenderLocation);
}
else
{
float RenderDirection[4];
float RenderLocation[4];
RenderDirection[0] = 0.0f;
RenderDirection[1] = 0.0f;
RenderDirection[2] = 0.0f;
RenderDirection[3] = 0.0f;
RenderLocation[0] = Location.x;
RenderLocation[1] = Location.y;
RenderLocation[2] = Location.z;
RenderLocation[3] = 1.0f; // источник типа точки
// т.к. мы не используем "сброс" состояния источника в исходное - надо обязательно переустановить все
vw_SetLight(RealLightNum, RI_CONSTANT_ATTENUATION, ConstantAttenuation);
vw_SetLight(RealLightNum, RI_LINEAR_ATTENUATION, LinearAttenuation);
vw_SetLight(RealLightNum, RI_QUADRATIC_ATTENUATION, QuadraticAttenuation);
vw_SetLightV(RealLightNum, RI_DIFFUSE, Diffuse);
vw_SetLightV(RealLightNum, RI_SPECULAR, Specular);
vw_SetLightV(RealLightNum, RI_AMBIENT, Ambient);
vw_SetLightV(RealLightNum, RI_DIRECTION, RenderDirection);
vw_SetLightV(RealLightNum, RI_POSITION, RenderLocation);
}
vw_LightEnable(RealLightNum, true);
vw_PopMatrix();
return true;
}
//-----------------------------------------------------------------------------
// выключить этот источник света
//-----------------------------------------------------------------------------
void eLight::DeActivate()
{
if (!On) return;
if (RealLightNum > -1)
{
vw_LightEnable(RealLightNum, false);
RealLightNum = -1;
}
}
//-----------------------------------------------------------------------------
// перенос источника (если это не направленный) в нужное место
//-----------------------------------------------------------------------------
void eLight::SetLocation(VECTOR3D NewLocation)
{
if (LightType != 0)
Location = NewLocation;
}
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