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.
196 lines
4.3 KiB
C++
196 lines
4.3 KiB
C++
//==========================================================================//
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// File: gosFX_PointLight.hpp //
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// Project: gosFX //
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// Contents: Base PointLight Particle //
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//--------------------------------------------------------------------------//
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// Date Who Modification //
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// 09/28/98 JTR Created //
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// //
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//--------------------------------------------------------------------------//
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// Copyright (C) 1997-1998, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//==========================================================================//
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//
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#pragma once
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#include "gosFX.hpp"
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#include "Effect.hpp"
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namespace gosFX
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{
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//############################################################################
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//############################ LightManager ################################
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//############################################################################
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class Light;
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class LightManager
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#if defined(_ARMOR)
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: public Stuff::Signature
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#endif
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{
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public:
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static LightManager* Instance;
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virtual Light*
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MakePointLight(
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const char* light_map=NULL,
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bool light_vertex=true
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);
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struct Info {
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Stuff::RGBColor
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m_color;
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Stuff::LinearMatrix4D
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m_origin;
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Stuff::Scalar
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m_intensity,
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m_inner,
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m_outer;
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Stuff::Radian
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m_spread;
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};
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virtual void
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ChangeLight(
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Light *light,
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Info *info
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);
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virtual void
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DeleteLight(Light *light);
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void
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TestInstance() const
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{}
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};
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//############################################################################
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//#################### PointLight__Specification #########################
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//############################################################################
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class PointLight__Specification:
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public Effect__Specification
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{
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//----------------------------------------------------------------------
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// Constructors/Destructors
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//
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protected:
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PointLight__Specification(
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Stuff::MemoryStream *stream,
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int gfx_version
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);
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public:
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typedef Effect__Specification BaseClass;
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PointLight__Specification();
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~PointLight__Specification();
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void
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Copy(PointLight__Specification *spec);
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void
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Save(Stuff::MemoryStream *stream);
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void
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BuildDefaults();
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bool
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IsDataValid(bool fix_data=false);
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static PointLight__Specification*
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Make(
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Stuff::MemoryStream *stream,
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int gfx_version
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);
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//-------------------------------------------------------------------------
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// FCurves
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//
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public:
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ComplexCurve
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m_red,
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m_green,
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m_blue,
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m_intensity;
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SplineCurve
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m_innerRadius,
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m_outerRadius;
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bool
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m_twoSided,
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m_vertexLight;
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Stuff::MString
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m_lightMap;
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};
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//############################################################################
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//############################## PointLight #############################
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//############################################################################
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class PointLight:
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public Effect
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{
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public:
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typedef Effect BaseClass;
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static void
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InitializeClass();
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static void
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TerminateClass();
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static ClassData
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*DefaultData;
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typedef PointLight__Specification Specification;
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static PointLight*
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Make(
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Specification *spec,
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unsigned flags
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);
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~PointLight();
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protected:
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PointLight(
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Specification *spec,
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unsigned flags
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);
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Light
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*m_light;
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//----------------------------------------------------------------------------
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// Class Data Support
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//
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public:
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Specification*
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GetSpecification()
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{
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Check_Object(this);
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return
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Cast_Object(Specification*, m_specification);
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}
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//----------------------------------------------------------------------------
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// API
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//
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public:
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void
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Start(ExecuteInfo *info);
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bool
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Execute(ExecuteInfo *info);
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void
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Kill();
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//----------------------------------------------------------------------------
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// Testing
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//
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public:
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void
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TestInstance() const;
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};
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}
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