📄 mlrspotlight.cpp
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//===========================================================================//
// Copyright (C) Microsoft Corporation. All rights reserved. //
//===========================================================================//
#include "MLRHeaders.hpp"
//#############################################################################
//######################### MLRSpotLight ################################
//#############################################################################
MLRSpotLight::ClassData*
MLRSpotLight::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRSpotLight::InitializeClass()
{
Verify(!DefaultData);
Verify(gos_GetCurrentHeap() == StaticHeap);
DefaultData =
new ClassData(
MLRSpotLightClassID,
"MidLevelRenderer::MLRSpotLight",
MLRInfiniteLightWithFalloff::DefaultData
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRSpotLight::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRSpotLight::MLRSpotLight() :
MLRInfiniteLightWithFalloff(DefaultData)
{
Verify(gos_GetCurrentHeap() == Heap);
lightMap = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRSpotLight::MLRSpotLight(
Stuff::MemoryStream *stream,
int version
) :
MLRInfiniteLightWithFalloff(DefaultData, stream, version)
{
Check_Object(stream);
Verify(gos_GetCurrentHeap() == Heap);
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);
Check_Object(lightMap);
lightMask |= MLRState::LightMapLightingMode;
}
}
Radian angle;
*stream >> angle;
SetSpreadAngle(angle);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRSpotLight::MLRSpotLight(Stuff::Page *page):
MLRInfiniteLightWithFalloff(DefaultData, page)
{
Check_Object(page);
Verify(gos_GetCurrentHeap() == Heap);
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);
Check_Object(lightMap);
lightMask |= MLRState::LightMapLightingMode;
}
Degree angle=45.0;
page->GetEntry("Spread", &angle.angle);
SetSpreadAngle(angle);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRSpotLight::~MLRSpotLight()
{
if (lightMap)
{
Check_Object(lightMap);
delete lightMap;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRSpotLight::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("");
*stream << spreadAngle;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRSpotLight::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());
}
page->SetEntry("Spread", spreadAngle * Degrees_Per_Radian);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRSpotLight::TestInstance()
{
Verify(IsDerivedFrom(DefaultData));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRSpotLight::SetSpreadAngle(const Radian &radian)
{
Check_Object(this);
spreadAngle = radian;
tanSpreadAngle = (Scalar)tan(spreadAngle);
cosSpreadAngle = (Scalar)cos(spreadAngle);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRSpotLight::SetSpreadAngle(const Degree °ree)
{
Check_Object(this);
spreadAngle = degree;
tanSpreadAngle = (Scalar)tan(spreadAngle);
cosSpreadAngle = (Scalar)cos(spreadAngle);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
MLRSpotLight::GetSpreadAngle(Radian *angle)
{
Check_Object(this);
*angle = spreadAngle;
return true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRSpotLight::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;
}
Scalar cos_spread_angle = GetCosSpreadAngle();
GetInWorldDirection(light_z);
length = -1.0f / length;
vertex_to_light *= length;
Scalar t = vertex_to_light * light_z;
if (t <= cos_spread_angle)
{
return;
}
/* Verify(!Close_Enough(cos_spread_angle, 1.0f));
spread = 1.0f - ((1.0f - t) / (1.0f - cos_spread_angle));
light_color.red *= cos_spread_angle;
light_color.green *= cos_spread_angle;
light_color.blue *= cos_spread_angle;
*/
light_z.x = vertex_to_light.x;
light_z.y = vertex_to_light.y;
light_z.z = vertex_to_light.z;
//
//-------------------------------------------------------------------
// Now we reduce the light level falling on the vertex based upon the
// cosine of the angle between light and normal
//-------------------------------------------------------------------
//
Scalar cosine = -(light_z * (*vertexData.normal)) * intensity;
#if COLOR_AS_DWORD
#else
if (cosine > SMALL)
{
light_color.red *= cosine;
light_color.green *= cosine;
light_color.blue *= cosine;
vertexData.color->red += light_color.red;
vertexData.color->green += light_color.green;
vertexData.color->blue += light_color.blue;
}
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRSpotLight::SetLightMap(MLRLightMap *light_map)
{
Check_Object(this);
if (lightMap)
{
Check_Object(lightMap);
delete lightMap;
}
lightMap = light_map;
if (lightMap == NULL)
{
lightMask &= ~MLRState::LightMapLightingMode;
}
else
{
Check_Object(light_map);
lightMask |= MLRState::LightMapLightingMode;
}
}
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