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📄 wmlbumpmap.cpp

📁 3D Game Engine Design Source Code非常棒
💻 CPP
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              -kBinormal.X(), -kBinormal.Y(), -kBinormal.Z(),
                apkN[i]->X(),   apkN[i]->Y(),   apkN[i]->Z());

            // Compute the tangent space light vector.  Conceptually
            //   kTSLight = kRotTS*(kMLight-Vertex[i])/|kMLight-Vertex[i]|
            Vector3f kTSLight = kMLight;

            // Subtract off the vertex position if we have a positional light.
            if ( m_spkLight->GetType() != Light::LT_DIRECTIONAL )
                kTSLight -= *apkV[i];

            kTSLight.Normalize();
            kTSLight = kRotTS*kTSLight;

            // Transform the light vector into [0,1]^3 to make it a valid
            // ColorRGB object.
            rkColor.r = 0.5f*(kTSLight.X() + 1.0f);
            rkColor.g = 0.5f*(kTSLight.Y() + 1.0f);
            rkColor.b = 0.5f*(kTSLight.Z() + 1.0f);
        }
    }
}
//----------------------------------------------------------------------------
void BumpMap::UpdateWorldBound()
{
    m_kWorldBound = m_spkObjects->WorldBound();
}
//----------------------------------------------------------------------------
void BumpMap::Draw (Renderer& rkRenderer)
{
    m_spkObjects->ForceCull() = m_bForceCullObjects;
    rkRenderer.Draw(*this);
    m_spkObjects->ForceCull() = true;
}
//----------------------------------------------------------------------------
void BumpMap::SetCurrentAmbientMaterial (const ColorRGB& rkColor)
{
    // This is used to capture material changes for bump mapping.  Materials
    // are implemented by using additional texture units with a constant color
    // as one of the inputs for a texture add.
    m_spkTextureStateModulated->Get(2)->BlendColor() =
        rkColor*m_spkLight->Ambient();
}
//----------------------------------------------------------------------------
void BumpMap::SetCurrentDiffuseMaterial (const ColorRGB& rkColor,
    int iMaxTextureUnits)
{
    // This is used to capture material changes for bump mapping.  Materials
    // are implemented by using additional texture units with a constant color
    // as one of the inputs for a texture modulate.  If there are enough
    // texture units, then ambient is added.  If not, then it gets modulated
    // by L.N.
    if ( iMaxTextureUnits > 2 )
    {
        m_spkTextureStateModulated->Get(1)->BlendColor() = rkColor * 
            m_spkLight->Diffuse();
    }
    else
    {
        // If we only have 2 texture units, then ambient gets modulated by L.N
        // along with diffuse.  Ambient must be set before diffuse for this to
        // work transparently.  This is done automatically inside
        // WmlLightState.cpp.
        m_spkTextureStateModulated->Get(1)->BlendColor() =
            rkColor*m_spkLight->Diffuse() +
            m_spkTextureStateModulated->Get(2)->BlendColor();
    }       
}
//----------------------------------------------------------------------------
Object* BumpMap::GetObjectByName (const char* acName)
{
    Object* pkFound = Node::GetObjectByName(acName);
    if ( pkFound )
        return pkFound;

    // The subtree m_spkObjects is not searched to avoid the possibility of
    // infinite recursion.

    if ( m_spkNormalMap )
    {
        pkFound = m_spkNormalMap->GetObjectByName(acName);
        if ( pkFound )
            return pkFound;
    }

    if ( m_spkTextureState )
    {
        pkFound = m_spkTextureState->GetObjectByName(acName);
        if ( pkFound )
            return pkFound;
    }

    if ( m_spkTextureStateModulated )
    {
        pkFound = m_spkTextureStateModulated->GetObjectByName(acName);
        if ( pkFound )
            return pkFound;
    }

    if ( m_spkLight )
    {
        pkFound = m_spkLight->GetObjectByName(acName);
        if ( pkFound )
            return pkFound;
    }

    if ( m_spkAlphaState )
    {
        pkFound = m_spkAlphaState->GetObjectByName(acName);
        if ( pkFound )
            return pkFound;
    }

    return NULL;
}
//----------------------------------------------------------------------------
void BumpMap::GetAllObjectsByName (const char* acName,
    std::vector<Object*>& rkObjects)
{
    Node::GetAllObjectsByName(acName,rkObjects);

    // The subtree m_spkObjects is not searched to avoid the possibility of
    // infinite recursion.

    if ( m_spkNormalMap )
        m_spkNormalMap->GetAllObjectsByName(acName,rkObjects);

    if ( m_spkTextureState )
        m_spkTextureState->GetAllObjectsByName(acName,rkObjects);

    if ( m_spkTextureStateModulated )
        m_spkTextureStateModulated->GetAllObjectsByName(acName,rkObjects);

    if ( m_spkLight )
        m_spkLight->GetAllObjectsByName(acName,rkObjects);

    if ( m_spkAlphaState )
        m_spkAlphaState->GetAllObjectsByName(acName,rkObjects);
}
//----------------------------------------------------------------------------


//----------------------------------------------------------------------------
// streaming
//----------------------------------------------------------------------------
Object* BumpMap::Factory (Stream& rkStream)
{
    BumpMap* pkObject = new BumpMap;
    Stream::Link* pkLink = new Stream::Link(pkObject);
    pkObject->Load(rkStream,pkLink);
    return pkObject;
}
//----------------------------------------------------------------------------
void BumpMap::Load (Stream& rkStream, Stream::Link* pkLink)
{
    Node::Load(rkStream,pkLink);

    // native data
    StreamReadBool(rkStream,m_bModulate);

    // link data (objects, normal map, texture state, modulated texture
    // state, light state, alpha state, in that order)
    Spatial* pkChild;
    StreamRead(rkStream,pkChild);
    pkLink->Add(pkChild);
    StreamRead(rkStream,pkChild);
    pkLink->Add(pkChild);
    StreamRead(rkStream,pkChild);
    pkLink->Add(pkChild);
    StreamRead(rkStream,pkChild);
    pkLink->Add(pkChild);
    StreamRead(rkStream,pkChild);
    pkLink->Add(pkChild);
    StreamRead(rkStream,pkChild);
    pkLink->Add(pkChild);
}
//----------------------------------------------------------------------------
void BumpMap::Link (Stream& rkStream, Stream::Link* pkLink)
{
    Node::Link(rkStream,pkLink);

    Object* pkLinkID = pkLink->GetLinkID();
    m_spkObjects = (Node*)rkStream.GetFromMap(pkLinkID);

    pkLinkID = pkLink->GetLinkID();
    m_spkNormalMap = (Texture*)rkStream.GetFromMap(pkLinkID);

    pkLinkID = pkLink->GetLinkID();
    m_spkTextureState = (TextureState*)rkStream.GetFromMap(pkLinkID);

    pkLinkID = pkLink->GetLinkID();
    m_spkTextureStateModulated = (TextureState*)rkStream.GetFromMap(pkLinkID);

    pkLinkID = pkLink->GetLinkID();
    m_spkLight = (Light*)rkStream.GetFromMap(pkLinkID);

    pkLinkID = pkLink->GetLinkID();
    m_spkAlphaState = (AlphaState*)rkStream.GetFromMap(pkLinkID);

    // initialize the cull status for correct toggling during rendering
    m_bForceCullObjects = m_spkObjects->ForceCull();
    m_spkObjects->ForceCull() = true;
}
//----------------------------------------------------------------------------
bool BumpMap::Register (Stream& rkStream)
{
    if ( !Node::Register(rkStream) )
        return false;

    if ( m_spkObjects )
        m_spkObjects->Register(rkStream);

    if ( m_spkNormalMap )
        m_spkNormalMap->Register(rkStream);

    if ( m_spkTextureState )
        m_spkTextureState->Register(rkStream);

    if ( m_spkTextureStateModulated )
        m_spkTextureStateModulated->Register(rkStream);

    if ( m_spkLight )
        m_spkLight->Register(rkStream);

    if ( m_spkAlphaState )
        m_spkAlphaState->Register(rkStream);

    return true;
}
//----------------------------------------------------------------------------
void BumpMap::Save (Stream& rkStream)
{
    Node::Save(rkStream);

    // native data
    StreamWriteBool(rkStream,m_bModulate);

    // link data
    StreamWrite(rkStream,m_spkObjects);
    StreamWrite(rkStream,m_spkNormalMap);
    StreamWrite(rkStream,m_spkTextureState);
    StreamWrite(rkStream,m_spkTextureStateModulated);
    StreamWrite(rkStream,m_spkLight);
    StreamWrite(rkStream,m_spkAlphaState);
}
//----------------------------------------------------------------------------
StringTree* BumpMap::SaveStrings ()
{
    int iCQuantity = 1;
    if ( m_spkObjects )
        iCQuantity++;
    if ( m_spkNormalMap )
        iCQuantity++;
    if ( m_spkTextureState )
        iCQuantity++;
    if ( m_spkTextureStateModulated )
        iCQuantity++;
    if ( m_spkLight )
        iCQuantity++;
    if ( m_spkAlphaState )
        iCQuantity++;

    StringTree* pkTree = new StringTree(2,0,iCQuantity,0);

    // strings
    pkTree->SetString(0,MakeString(&ms_kRTTI,GetName()));
    pkTree->SetString(1,MakeString("modulated =",m_bModulate));

    // children
    pkTree->SetChild(0,Node::SaveStrings());
    int iSlot = 1;
    if ( m_spkObjects )
        pkTree->SetChild(iSlot++,m_spkObjects->SaveStrings());
    if ( m_spkNormalMap )
        pkTree->SetChild(iSlot++,m_spkNormalMap->SaveStrings());
    if ( m_spkTextureState )
        pkTree->SetChild(iSlot++,m_spkTextureState->SaveStrings());
    if ( m_spkTextureStateModulated )
        pkTree->SetChild(iSlot++,m_spkTextureStateModulated->SaveStrings());
    if ( m_spkLight )
        pkTree->SetChild(iSlot++,m_spkLight->SaveStrings());
    if ( m_spkAlphaState )
        pkTree->SetChild(iSlot++,m_spkAlphaState->SaveStrings());

    return pkTree;
}
//----------------------------------------------------------------------------
int BumpMap::GetMemoryUsed () const
{
    int iBaseSize = sizeof(BumpMap) - sizeof(Node);
    int iTotalSize = iBaseSize + Node::GetMemoryUsed();
    return iTotalSize;
}
//----------------------------------------------------------------------------
int BumpMap::GetDiskUsed () const
{
    return Node::GetDiskUsed() +
        sizeof(m_bModulate) +
        sizeof(m_spkObjects) +
        sizeof(m_spkNormalMap) +
        sizeof(m_spkTextureState) +
        sizeof(m_spkTextureStateModulated) +
        sizeof(m_spkLight) +
        sizeof(m_spkAlphaState);
}
//----------------------------------------------------------------------------

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