Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
155 lines
3.9 KiB
C++
155 lines
3.9 KiB
C++
#include "MLRHeaders.hpp"
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//#############################################################################
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//############################### MLRInfiniteLight ##################################
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//#############################################################################
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MLRInfiniteLight::ClassData*
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MLRInfiniteLight::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRInfiniteLight::InitializeClass()
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{
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Verify(!DefaultData);
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Verify(gos_GetCurrentHeap() == StaticHeap);
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DefaultData =
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new ClassData(
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MLRInfiniteLightClassID,
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"MidLevelRenderer::MLRInfiniteLight",
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MLRLight::DefaultData
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRInfiniteLight::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLRInfiniteLight::MLRInfiniteLight(ClassData *class_data) :
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MLRLight(class_data)
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{
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Verify(gos_GetCurrentHeap() == LightsHeap);
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lightMask = MLRState::FaceLightingMode|MLRState::VertexLightingMode;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLRInfiniteLight::MLRInfiniteLight(
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ClassData *class_data,
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Stuff::MemoryStream *stream,
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int version
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) :
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MLRLight(class_data, stream, version)
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{
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Check_Object(stream);
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Verify(gos_GetCurrentHeap() == LightsHeap);
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lightMask = MLRState::FaceLightingMode|MLRState::VertexLightingMode;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLRInfiniteLight::MLRInfiniteLight(
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ClassData *class_data,
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Stuff::Page *page
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) :
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MLRLight(class_data, page)
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{
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Check_Object(page);
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Verify(gos_GetCurrentHeap() == LightsHeap);
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lightMask = MLRState::FaceLightingMode|MLRState::VertexLightingMode;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLRInfiniteLight::~MLRInfiniteLight()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRInfiniteLight::TestInstance()
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRInfiniteLight::LightVertex(const MLRVertexData& vertexData)
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{
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UnitVector3D light_z;
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GetInShapeDirection(light_z);
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//
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//-------------------------------------------------------------------
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// Now we reduce the light level falling on the vertex based upon the
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// cosine of the angle between light and normal
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//-------------------------------------------------------------------
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//
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Scalar cosine = 0.7071f;
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if(vertexData.normal!=NULL)
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{
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cosine = -(light_z * (*vertexData.normal)) * intensity;
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}
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RGBColor light_color(color);
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if (cosine > SMALL)
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{
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light_color.red *= cosine;
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light_color.green *= cosine;
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light_color.blue *= cosine;
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Stuff::RGBAColor *t = const_cast<Stuff::RGBAColor*>(vertexData.color);
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Check_Pointer(t);
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t->red += light_color.red;
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t->green += light_color.green;
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t->blue += light_color.blue;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRInfiniteLight::LightCenter(RGBAColor& rcol)
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{
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UnitVector3D light_z;
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GetInShapeDirection(light_z);
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//
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//-------------------------------------------------------------------
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// Now we reduce the light level falling on the vertex based upon the
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// cosine of the angle between light and normal
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//-------------------------------------------------------------------
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//
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Scalar cosine = 0.7071f;
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RGBColor light_color(color);
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if (cosine > SMALL)
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{
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light_color.red *= cosine;
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light_color.green *= cosine;
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light_color.blue *= cosine;
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rcol.red += light_color.red;
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rcol.green += light_color.green;
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rcol.blue += light_color.blue;
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}
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}
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