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.
190 lines
4.7 KiB
C++
190 lines
4.7 KiB
C++
#include "MLRHeaders.hpp"
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//#############################################################################
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//########################### MLRCenterPointLight #############################
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//#############################################################################
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MLRCenterPointLight::ClassData*
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MLRCenterPointLight::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRCenterPointLight::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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MLRCenterPointLightClassID,
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"MidLevelRenderer::MLRCenterPointLight",
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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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MLRCenterPointLight::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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MLRCenterPointLight::MLRCenterPointLight() :
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MLRInfiniteLightWithFalloff(DefaultData)
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{
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Verify(gos_GetCurrentHeap() == LightsHeap);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLRCenterPointLight::MLRCenterPointLight(
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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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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLRCenterPointLight::MLRCenterPointLight(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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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MLRCenterPointLight::~MLRCenterPointLight()
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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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MLRCenterPointLight::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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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRCenterPointLight::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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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRCenterPointLight::SetLightToShapeMatrix(const LinearMatrix4D& worldToShape)
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{
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Check_Object(this);
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MLRLight::SetLightToShapeMatrix(worldToShape);
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Point3D vertex_to_light;
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GetInShapePosition(vertex_to_light);
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Scalar lightToShapeDistance = vertex_to_light.GetApproximateLength();
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falloff = 1.0f;
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if(!GetFalloff(lightToShapeDistance, falloff))
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{
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falloff = -1.0f;
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}
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else
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{
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falloff *= intensity;
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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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MLRCenterPointLight::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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MLRCenterPointLight::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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//
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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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if(falloff<0.0f)
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{
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return;
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}
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else
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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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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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void
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MLRCenterPointLight::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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//
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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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if(falloff<0.0f)
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{
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return;
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}
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else
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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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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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