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firestorm/Gameleap/code/mw4/Libraries/mlr/MLRPointLight.cpp
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C++

#include "MLRHeaders.hpp"
//#############################################################################
//########################### MLRPointLight #############################
//#############################################################################
MLRPointLight::ClassData*
MLRPointLight::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRPointLight::InitializeClass()
{
Verify(!DefaultData);
Verify(gos_GetCurrentHeap() == StaticHeap);
DefaultData =
new ClassData(
MLRPointLightClassID,
"MidLevelRenderer::MLRPointLight",
MLRInfiniteLightWithFalloff::DefaultData
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRPointLight::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRPointLight::MLRPointLight() :
MLRInfiniteLightWithFalloff(DefaultData)
{
Verify(gos_GetCurrentHeap() == LightsHeap);
lightMap = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRPointLight::MLRPointLight(
Stuff::MemoryStream *stream,
int version
) :
MLRInfiniteLightWithFalloff(DefaultData, stream, version)
{
Check_Object(stream);
Verify(gos_GetCurrentHeap() == LightsHeap);
lightMap = NULL;
if (version > 7)
{
MString name;
*stream >> name;
if (name.GetLength() > 0)
{
Check_Object(MLRTexturePool::Instance);
MLRTexture *texture = (*MLRTexturePool::Instance)(name, 0);
if (!texture)
texture = MLRTexturePool::Instance->Add(name, 0);
Check_Object(texture);
lightMap = new MLRLightMap(texture);
Register_Object(lightMap);
lightMap->AttachReference();
lightMask |= MLRState::LightMapLightingMode;
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRPointLight::MLRPointLight(Stuff::Page *page):
MLRInfiniteLightWithFalloff(DefaultData, page)
{
Check_Object(page);
Verify(gos_GetCurrentHeap() == LightsHeap);
lightMap = NULL;
const char* lightmap;
if (page->GetEntry("LightMap", &lightmap))
{
Check_Pointer(lightmap);
Check_Object(MLRTexturePool::Instance);
MLRTexture *texture = (*MLRTexturePool::Instance)(lightmap, 0);
if (!texture)
texture = MLRTexturePool::Instance->Add(lightmap, 0);
Check_Object(texture);
lightMap = new MLRLightMap(texture);
Register_Object(lightMap);
lightMap->AttachReference();
lightMask |= MLRState::LightMapLightingMode;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRPointLight::~MLRPointLight()
{
if(lightMap!=NULL)
{
lightMap->DetachReference();
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRPointLight::Save(Stuff::MemoryStream *stream)
{
Check_Object(this);
Check_Object(stream);
MLRInfiniteLightWithFalloff::Save(stream);
if (lightMap)
{
Check_Object(lightMap);
unsigned handle = lightMap->GetState().GetTextureHandle();
MLRTexture *texture = (*MLRTexturePool::Instance)[handle];
Check_Object(texture);
MString name = texture->GetTextureName();
*stream << name;
}
else
*stream << *MString::s_Empty;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRPointLight::Write(Stuff::Page *page)
{
Check_Object(this);
Check_Object(page);
MLRInfiniteLightWithFalloff::Write(page);
if (lightMap)
{
Check_Object(lightMap);
unsigned handle = lightMap->GetState().GetTextureHandle();
MLRTexture *texture = (*MLRTexturePool::Instance)[handle];
Check_Object(texture);
page->SetEntry("LightMap", texture->GetTextureName());
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRPointLight::TestInstance()
{
Verify(IsDerivedFrom(DefaultData));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRPointLight::LightVertex(const MLRVertexData& vertexData)
{
UnitVector3D light_z;
RGBColor light_color(color);
Point3D vertex_to_light;
Verify(GetFalloffDistance(vertex_to_light.x, vertex_to_light.y));
GetInShapePosition(vertex_to_light);
vertex_to_light -= *vertexData.point;
//
//--------------------------------------------------------------
// If the distance to the vertex is zero, the light will not
// contribute to the vertex coloration. Otherwise, decrease the
// light level as appropriate to the distance
//--------------------------------------------------------------
//
Scalar length = vertex_to_light.GetApproximateLength();
Scalar falloff = 1.0f;
if(GetFalloff(length, falloff))
{
light_color.red *= falloff;
light_color.green *= falloff;
light_color.blue *= falloff;
}
else
{
return;
}
length = -1.0f / length;
light_z.Vector3D::Multiply(vertex_to_light, length);
//
//-------------------------------------------------------------------
// Now we reduce the light level falling on the vertex based upon the
// cosine of the angle between light and normal
//-------------------------------------------------------------------
//
Scalar cosine = 0.7071f;
if(vertexData.normal!=NULL)
{
cosine = -(light_z * (*vertexData.normal)) * intensity;
}
if (cosine > SMALL)
{
light_color.red *= cosine;
light_color.green *= cosine;
light_color.blue *= cosine;
Stuff::RGBAColor *t = const_cast<Stuff::RGBAColor*>(vertexData.color);
Check_Pointer(t);
t->red += light_color.red;
t->green += light_color.green;
t->blue += light_color.blue;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRPointLight::LightCenter(RGBAColor& rcol)
{
UnitVector3D light_z;
RGBColor light_color(color);
Point3D vertex_to_light;
Verify(GetFalloffDistance(vertex_to_light.x, vertex_to_light.y));
GetInShapePosition(vertex_to_light);
//
//--------------------------------------------------------------
// If the distance to the vertex is zero, the light will not
// contribute to the vertex coloration. Otherwise, decrease the
// light level as appropriate to the distance
//--------------------------------------------------------------
//
Scalar length = vertex_to_light.GetApproximateLength();
Scalar falloff = 1.0f;
if(GetFalloff(length, falloff))
{
light_color.red *= falloff;
light_color.green *= falloff;
light_color.blue *= falloff;
}
else
{
return;
}
length = -1.0f / length;
light_z.Vector3D::Multiply(vertex_to_light, length);
//
//-------------------------------------------------------------------
// Now we reduce the light level falling on the vertex based upon the
// cosine of the angle between light and normal
//-------------------------------------------------------------------
//
Scalar cosine = 0.7071f;
if (cosine > SMALL)
{
light_color.red *= cosine;
light_color.green *= cosine;
light_color.blue *= cosine;
rcol.red += light_color.red;
rcol.green += light_color.green;
rcol.blue += light_color.blue;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRPointLight::SetLightMap(MLRLightMap *light_map)
{
Check_Object(this);
if (lightMap)
{
lightMap->DetachReference();
}
lightMap = light_map;
if (lightMap == NULL)
{
lightMask &= ~MLRState::LightMapLightingMode;
}
else
{
lightMap->AttachReference();
lightMask |= MLRState::LightMapLightingMode;
}
}