📄 mgcdirectionallight.cpp
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement. The various license agreements may be found at
// the Magic Software web site. This file is subject to the license
//
// RESTRICTED USE SOURCE CODE
// http://www.magic-software.com/License/restricted.pdf
#include "MgcDirectionalLight.h"
#include "MgcMatrix3.h"
MgcImplementRTTI(MgcDirectionalLight,MgcLight);
MgcImplementStream(MgcDirectionalLight);
//---------------------------------------------------------------------------
MgcDirectionalLight::MgcDirectionalLight ()
:
m_kDirection(MgcVector3::UNIT_Z)
{
}
//---------------------------------------------------------------------------
void MgcDirectionalLight::ComputeDiffuse (const MgcMatrix3& rkWorldRotate,
const MgcVector3& rkWorldTranslate, MgcReal fWorldScale,
const MgcVector3* akVertex, const MgcVector3* akNormal,
unsigned int uiQuantity, const bool* abVisible, MgcColor* akDiffuse)
{
// transform light direction to model space of old mesh
MgcVector3 kModelDir = m_kDirection*rkWorldRotate;
// adjust diffuse color by light intensity
MgcColor kAdjDiffuse = m_fIntensity*m_kDiffuse;
for (unsigned int uiV = 0; uiV < uiQuantity; uiV++)
{
if ( abVisible[uiV] )
{
MgcReal fDot = kModelDir.Dot(akNormal[uiV]);
if ( fDot < 0.0 )
akDiffuse[uiV] -= fDot*kAdjDiffuse;
}
}
}
//---------------------------------------------------------------------------
void MgcDirectionalLight::ComputeSpecular (const MgcMatrix3& rkWorldRotate,
const MgcVector3& rkWorldTranslate, MgcReal fWorldScale,
const MgcVector3* akVertex, const MgcVector3* akNormal,
unsigned int uiQuantity, const bool* abVisible,
const MgcVector3& rkCameraModelLocation, MgcColor* akSpecular)
{
// transform light direction to model space of old mesh
MgcVector3 kModelDir = m_kDirection*rkWorldRotate;
// adjust specular color by light intensity
MgcColor kAdjSpecular = m_fIntensity*m_kSpecular;
for (unsigned int uiV = 0; uiV < uiQuantity; uiV++)
{
if ( abVisible[uiV] )
{
MgcReal fDot = kModelDir.Dot(akNormal[uiV]);
MgcVector3 kReflect = kModelDir - (2.0*fDot)*akNormal[uiV];
MgcVector3 kViewDir = rkCameraModelLocation - akVertex[uiV];
fDot = kViewDir.Dot(kReflect);
if ( fDot > 0.0 )
{
MgcReal fCoeff = fDot*fDot/kViewDir.Dot(kViewDir);
akSpecular[uiV] += fCoeff*kAdjSpecular;
}
}
}
}
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
// streaming
//---------------------------------------------------------------------------
MgcObject* MgcDirectionalLight::Factory (MgcStream& rkStream)
{
MgcDirectionalLight* pkObject = new MgcDirectionalLight;
MgcStream::Link* pkLink = new MgcStream::Link(pkObject);
pkObject->Load(rkStream,pkLink);
return pkObject;
}
//---------------------------------------------------------------------------
void MgcDirectionalLight::Load (MgcStream& rkStream, MgcStream::Link* pkLink)
{
MgcLight::Load(rkStream,pkLink);
// native data
MgcStreamRead(rkStream,m_kDirection);
}
//---------------------------------------------------------------------------
void MgcDirectionalLight::Link (MgcStream& rkStream, MgcStream::Link* pkLink)
{
MgcLight::Link(rkStream,pkLink);
}
//---------------------------------------------------------------------------
bool MgcDirectionalLight::Register (MgcStream& rkStream)
{
return MgcLight::Register(rkStream);
}
//---------------------------------------------------------------------------
void MgcDirectionalLight::Save (MgcStream& rkStream)
{
MgcLight::Save(rkStream);
// native data
MgcStreamWrite(rkStream,m_kDirection);
}
//---------------------------------------------------------------------------
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