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.
302 lines
7.6 KiB
C++
302 lines
7.6 KiB
C++
#include "MLRHeaders.hpp"
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//#############################################################################
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//########################### MLRPointLight #############################
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//#############################################################################
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MLRPointLight::ClassData*
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MLRPointLight::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRPointLight::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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MLRPointLightClassID,
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"MidLevelRenderer::MLRPointLight",
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MLRInfiniteLightWithFalloff::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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MLRPointLight::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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MLRPointLight::MLRPointLight() :
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MLRInfiniteLightWithFalloff(DefaultData)
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{
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Verify(gos_GetCurrentHeap() == LightsHeap);
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lightMap = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLRPointLight::MLRPointLight(
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Stuff::MemoryStream *stream,
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int version
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) :
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MLRInfiniteLightWithFalloff(DefaultData, 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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lightMap = NULL;
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if (version > 7)
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{
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MString name;
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*stream >> name;
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if (name.GetLength() > 0)
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{
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Check_Object(MLRTexturePool::Instance);
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MLRTexture *texture = (*MLRTexturePool::Instance)(name, 0);
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if (!texture)
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texture = MLRTexturePool::Instance->Add(name, 0);
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Check_Object(texture);
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lightMap = new MLRLightMap(texture);
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Register_Object(lightMap);
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lightMap->AttachReference();
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lightMask |= MLRState::LightMapLightingMode;
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}
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLRPointLight::MLRPointLight(Stuff::Page *page):
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MLRInfiniteLightWithFalloff(DefaultData, page)
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{
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Check_Object(page);
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Verify(gos_GetCurrentHeap() == LightsHeap);
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lightMap = NULL;
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const char* lightmap;
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if (page->GetEntry("LightMap", &lightmap))
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{
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Check_Pointer(lightmap);
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Check_Object(MLRTexturePool::Instance);
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MLRTexture *texture = (*MLRTexturePool::Instance)(lightmap, 0);
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if (!texture)
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texture = MLRTexturePool::Instance->Add(lightmap, 0);
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Check_Object(texture);
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lightMap = new MLRLightMap(texture);
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Register_Object(lightMap);
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lightMap->AttachReference();
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lightMask |= MLRState::LightMapLightingMode;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLRPointLight::~MLRPointLight()
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{
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if(lightMap!=NULL)
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{
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lightMap->DetachReference();
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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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MLRPointLight::Save(Stuff::MemoryStream *stream)
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{
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Check_Object(this);
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Check_Object(stream);
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MLRInfiniteLightWithFalloff::Save(stream);
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if (lightMap)
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{
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Check_Object(lightMap);
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unsigned handle = lightMap->GetState().GetTextureHandle();
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MLRTexture *texture = (*MLRTexturePool::Instance)[handle];
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Check_Object(texture);
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MString name = texture->GetTextureName();
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*stream << name;
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}
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else
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*stream << *MString::s_Empty;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRPointLight::Write(Stuff::Page *page)
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{
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Check_Object(this);
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Check_Object(page);
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MLRInfiniteLightWithFalloff::Write(page);
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if (lightMap)
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{
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Check_Object(lightMap);
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unsigned handle = lightMap->GetState().GetTextureHandle();
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MLRTexture *texture = (*MLRTexturePool::Instance)[handle];
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Check_Object(texture);
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page->SetEntry("LightMap", texture->GetTextureName());
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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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MLRPointLight::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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MLRPointLight::LightVertex(const MLRVertexData& vertexData)
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{
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UnitVector3D light_z;
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RGBColor light_color(color);
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Point3D vertex_to_light;
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Verify(GetFalloffDistance(vertex_to_light.x, vertex_to_light.y));
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GetInShapePosition(vertex_to_light);
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vertex_to_light -= *vertexData.point;
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//
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//--------------------------------------------------------------
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// If the distance to the vertex is zero, the light will not
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// contribute to the vertex coloration. Otherwise, decrease the
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// light level as appropriate to the distance
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//--------------------------------------------------------------
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//
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Scalar length = vertex_to_light.GetApproximateLength();
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Scalar falloff = 1.0f;
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if(GetFalloff(length, falloff))
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{
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light_color.red *= falloff;
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light_color.green *= falloff;
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light_color.blue *= falloff;
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}
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else
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{
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return;
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}
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length = -1.0f / length;
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light_z.Vector3D::Multiply(vertex_to_light, length);
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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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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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MLRPointLight::LightCenter(RGBAColor& rcol)
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{
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UnitVector3D light_z;
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RGBColor light_color(color);
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Point3D vertex_to_light;
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Verify(GetFalloffDistance(vertex_to_light.x, vertex_to_light.y));
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GetInShapePosition(vertex_to_light);
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//
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//--------------------------------------------------------------
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// If the distance to the vertex is zero, the light will not
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// contribute to the vertex coloration. Otherwise, decrease the
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// light level as appropriate to the distance
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//--------------------------------------------------------------
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//
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Scalar length = vertex_to_light.GetApproximateLength();
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Scalar falloff = 1.0f;
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if(GetFalloff(length, falloff))
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{
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light_color.red *= falloff;
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light_color.green *= falloff;
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light_color.blue *= falloff;
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}
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else
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{
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return;
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}
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length = -1.0f / length;
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light_z.Vector3D::Multiply(vertex_to_light, length);
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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 (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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRPointLight::SetLightMap(MLRLightMap *light_map)
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{
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Check_Object(this);
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if (lightMap)
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{
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lightMap->DetachReference();
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}
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lightMap = light_map;
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if (lightMap == NULL)
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{
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lightMask &= ~MLRState::LightMapLightingMode;
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}
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else
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{
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lightMap->AttachReference();
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lightMask |= MLRState::LightMapLightingMode;
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}
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}
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