📄 mlrinfinitelightwithfalloff.cpp
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//===========================================================================//
// Copyright (C) Microsoft Corporation. All rights reserved. //
//===========================================================================//
#include "MLRHeaders.hpp"
//#############################################################################
//############### MLRInfiniteLightWithFalloff ###########################
//#############################################################################
MLRInfiniteLightWithFalloff::ClassData*
MLRInfiniteLightWithFalloff::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRInfiniteLightWithFalloff::InitializeClass()
{
Verify(!DefaultData);
Verify(gos_GetCurrentHeap() == StaticHeap);
DefaultData =
new ClassData(
MLRInfiniteLightWithFalloffClassID,
"MidLevelRenderer::MLRInfiniteLightWithFalloff",
MLRLight::DefaultData
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRInfiniteLightWithFalloff::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRInfiniteLightWithFalloff::MLRInfiniteLightWithFalloff(ClassData *class_data) :
MLRLight(class_data)
{
Verify(gos_GetCurrentHeap() == Heap);
lightMask = MLRState::FaceLightingMode|MLRState::VertexLightingMode;
innerRadius = 0.0f;
outerRadius = 0.0f;
oneOverDistance = 100.0f;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRInfiniteLightWithFalloff::MLRInfiniteLightWithFalloff(
ClassData *class_data,
Stuff::MemoryStream *stream,
int version
) :
MLRLight(class_data, stream, version)
{
Check_Object(stream);
Verify(gos_GetCurrentHeap() == Heap);
lightMask = MLRState::FaceLightingMode|MLRState::VertexLightingMode;
Scalar inner, outer;
*stream >> inner >> outer;
SetFalloffDistance (inner, outer);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRInfiniteLightWithFalloff::MLRInfiniteLightWithFalloff(
ClassData *class_data,
Stuff::Page *page
) :
MLRLight(class_data, page)
{
Check_Object(page);
Verify(gos_GetCurrentHeap() == Heap);
lightMask = MLRState::FaceLightingMode|MLRState::VertexLightingMode;
Scalar inner=0.0f;
page->GetEntry("InnerRadius", &inner);
Scalar outer=100.0;
page->GetEntry("OuterRadius", &outer);
SetFalloffDistance (inner, outer);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRInfiniteLightWithFalloff::~MLRInfiniteLightWithFalloff()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRInfiniteLightWithFalloff::Save(Stuff::MemoryStream *stream)
{
Check_Object(this);
Check_Object(stream);
MLRLight::Save(stream);
*stream << innerRadius << outerRadius;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRInfiniteLightWithFalloff::Write(Stuff::Page *page)
{
Check_Object(this);
Check_Object(page);
MLRLight::Write(page);
page->SetEntry("InnerRadius", innerRadius);
page->SetEntry("OuterRadius", outerRadius);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRInfiniteLightWithFalloff::TestInstance()
{
Verify(IsDerivedFrom(DefaultData));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRInfiniteLightWithFalloff::SetFalloffDistance (Scalar ir, Scalar or)
{
Check_Object(this);
innerRadius = ir;
outerRadius = or;
oneOverDistance = 1.0f/(outerRadius - innerRadius);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
MLRInfiniteLightWithFalloff::GetFalloffDistance (Scalar& ir, Scalar& or)
{
Check_Object(this);
ir = innerRadius;
or = outerRadius;
return true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRInfiniteLightWithFalloff::LightVertex(const MLRVertexData& vertexData)
{
UnitVector3D light_z;
GetInShapeDirection(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;
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 COLOR_AS_DWORD
TO_DO;
#else
if(GetFalloff(length, falloff))
{
light_color.red *= falloff;
light_color.green *= falloff;
light_color.blue *= falloff;
}
else
{
return;
}
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
}
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