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firestorm/Gameleap/code/mw4/Libraries/Adept/LightComponent.cpp
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216 lines
5.1 KiB
C++

#include "AdeptHeaders.hpp"
#include "LightComponent.hpp"
#include "VideoHeaders.hpp"
#include "LightManager.hpp"
#include "Attribute.hpp"
#include <ElementRenderer\LightElement.hpp>
#include <MLR\MLRLight.hpp>
//############################################################################
//############################### LightComponent ################################
//############################################################################
//
// Class Data Support
//
Component::ClassData*
LightComponent::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LightComponent::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
LightComponentClassID,
"Adept::LightComponent",
BaseClass::DefaultData,
0,
NULL
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LightComponent::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LightComponent::LightComponent(
ClassData *class_data,
MemoryStream *stream,
VideoComponentWeb *owning_web
):
VideoComponent(
class_data,
stream,
owning_web,
AllocateLight()
)
{
Check_Object(this);
//
//---------------------
// Get the gosFX number
//---------------------
//
gos_PushCurrentHeap(MidLevelRenderer::LightsHeap);
MidLevelRenderer::MLRLight *mlight =
MidLevelRenderer::MLRLight::Make(
stream,
MidLevelRenderer::ReadMLRVersion(stream)
);
gos_PopCurrentHeap();
Check_Object(mlight);
gosFX::Light *glight =
ElementRenderer::LightElementManager::Instance->MakeLight(mlight);
ElementRenderer::LightElement *elight = GetElement();
Check_Object(elight);
elight->AdoptLight(glight);
int attribute_id;
*stream >> attribute_id;
owningEntity = owning_web->GetEntity();
Check_Object(owningEntity);
Verify(attribute_id != -1);
intensityAttribute = owningEntity->GetAttributeEntry(attribute_id);
Check_Object(intensityAttribute);
Verify(intensityAttribute->attributeType == ScalarClassID);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Element*
LightComponent::AllocateLight()
{
//
//---------------------
// Get the gosFX number
//---------------------
//
gos_PushCurrentHeap(ElementRenderer::LightElement::s_Heap);
ElementRenderer::LightElement *light =
new ElementRenderer::LightElement;
gos_PopCurrentHeap();
Check_Object(light);
return light;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LightComponent::SkipStreamData(MemoryStream *stream)
{
Check_Object(this);
Check_Object(stream);
BaseClass::SkipStreamData(stream);
gos_PushCurrentHeap(MidLevelRenderer::LightsHeap);
MidLevelRenderer::MLRLight *light =
MidLevelRenderer::MLRLight::Make(
stream,
MidLevelRenderer::ReadMLRVersion(stream)
);
gos_PopCurrentHeap();
delete light;
int attribute_id;
*stream >> attribute_id;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LightComponent*
LightComponent::Create(
MemoryStream *stream,
VideoComponentWeb *owning_web
)
{
Check_Object(stream);
Check_Object(owning_web);
Component *component = DoesComponentExist(stream, owning_web);
LightComponent *object;
if (component)
{
object = static_cast<LightComponent*>(component);
Check_Object(object);
object->SkipStreamData(stream);
}
else
{
object = new LightComponent(DefaultData, stream, owning_web);
Register_Object(object);
}
return object;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LightComponent::Execute()
{
Check_Object(this);
if(intensityAttribute)
{
ElementRenderer::LightElement *light = GetElement();
Check_Object(light);
gosFX::Light *gos_light = light->GetLight();
Check_Object(gos_light);
Scalar value;
intensityAttribute->GetValue(owningEntity, &value);
light->m_lightInfo.m_intensity = value;
gos_light->ChangeLight(&light->m_lightInfo);
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LightComponent::ChannelChanged(Channel *channel)
{
Check_Object(this);
Check_Object(channel);
//
//--------------------------
// Get the new channel value
//--------------------------
//
Check_Object(channel);
ChannelOf<Scalar>* input = Cast_Object(ChannelOf<Scalar>*, channel);
Scalar value = input->ReadChannel();
//
//--------------------------------
// Use it to set the dimmer switch
//--------------------------------
//
ElementRenderer::LightElement *light = GetElement();
Check_Object(light);
gosFX::Light *gos_light = light->GetLight();
Check_Object(gos_light);
light->m_lightInfo.m_intensity = value;
gos_light->ChangeLight(&light->m_lightInfo);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LightComponent::TestInstance()
{
Verify(IsDerivedFrom(DefaultData));
}