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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "Wm5GraphicsPCH.h"
#include "Wm5LightModelDVectorConstant.h"
#include "Wm5Camera.h"
#include "Wm5Visual.h"
using namespace Wm5;
WM5_IMPLEMENT_RTTI(Wm5, ShaderFloat, LightModelDVectorConstant);
WM5_IMPLEMENT_STREAM(LightModelDVectorConstant);
WM5_IMPLEMENT_FACTORY(LightModelDVectorConstant);
//----------------------------------------------------------------------------
LightModelDVectorConstant::LightModelDVectorConstant (Light* light)
:
ShaderFloat(1),
mLight(light)
{
EnableUpdater();
}
//----------------------------------------------------------------------------
LightModelDVectorConstant::~LightModelDVectorConstant ()
{
}
//----------------------------------------------------------------------------
void LightModelDVectorConstant::Update (const Visual* visual, const Camera*)
{
const HMatrix& worldInvMatrix = visual->WorldTransform.Inverse();
AVector modelDVector = worldInvMatrix*mLight->DVector;
const float* source = (const float*)modelDVector;
float* target = mData;
for (int i = 0; i < 4; ++i)
{
*target++ = *source++;
}
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Name support.
//----------------------------------------------------------------------------
Object* LightModelDVectorConstant::GetObjectByName (const std::string& name)
{
Object* found = ShaderFloat::GetObjectByName(name);
if (found)
{
return found;
}
WM5_GET_OBJECT_BY_NAME(mLight, name, found);
return 0;
}
//----------------------------------------------------------------------------
void LightModelDVectorConstant::GetAllObjectsByName (const std::string& name,
std::vector<Object*>& objects)
{
ShaderFloat::GetAllObjectsByName(name, objects);
WM5_GET_ALL_OBJECTS_BY_NAME(mLight, name, objects);
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Streaming support.
//----------------------------------------------------------------------------
LightModelDVectorConstant::LightModelDVectorConstant (LoadConstructor value)
:
ShaderFloat(value)
{
}
//----------------------------------------------------------------------------
void LightModelDVectorConstant::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
ShaderFloat::Load(source);
source.ReadPointer(mLight);
WM5_END_DEBUG_STREAM_LOAD(LightModelDVectorConstant, source);
}
//----------------------------------------------------------------------------
void LightModelDVectorConstant::Link (InStream& source)
{
ShaderFloat::Link(source);
source.ResolveLink(mLight);
}
//----------------------------------------------------------------------------
void LightModelDVectorConstant::PostLink ()
{
ShaderFloat::PostLink();
}
//----------------------------------------------------------------------------
bool LightModelDVectorConstant::Register (OutStream& target) const
{
if (ShaderFloat::Register(target))
{
target.Register(mLight);
return true;
}
return false;
}
//----------------------------------------------------------------------------
void LightModelDVectorConstant::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
ShaderFloat::Save(target);
target.WritePointer(mLight);
WM5_END_DEBUG_STREAM_SAVE(LightModelDVectorConstant, target);
}
//----------------------------------------------------------------------------
int LightModelDVectorConstant::GetStreamingSize () const
{
int size = ShaderFloat::GetStreamingSize();
size += WM5_POINTERSIZE(mLight);
return size;
}
//----------------------------------------------------------------------------
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