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📄 light.cpp

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/* * The 3D Studio File Format Library * Copyright (C) 1996-2001 by J.E. Hoffmann <je-h@gmx.net> * All rights reserved. * * This program is  free  software;  you can redistribute it and/or modify it * under the terms of the  GNU Lesser General Public License  as published by  * the  Free Software Foundation;  either version 2.1 of the License,  or (at  * your option) any later version. * * This  program  is  distributed in  the  hope that it will  be useful,  but * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY * or  FITNESS FOR A  PARTICULAR PURPOSE.  See the  GNU Lesser General Public   * License for more details. * * You should  have received  a copy of the GNU Lesser General Public License * along with  this program;  if not, write to the  Free Software Foundation, * Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * * $Id: light.cpp 1563 2003-01-24 15:12:54Z robert $ */#define LIB3DS_EXPORT#include "light.h"#include "chunk.h"#include "readwrite.h"#include <stdlib.h>#include <math.h>#include <string.h>#include "config.h"#ifdef WITH_DMALLOC#include <dmalloc.h>#endif/*! * \defgroup light Lights * * \author J.E. Hoffmann <je-h@gmx.net> *//*!\typedef Lib3dsLight  \ingroup light  \sa _Lib3dsLight*//*! * \ingroup light */Lib3dsLight*lib3ds_light_new(const char *name){  Lib3dsLight *light;  ASSERT(name);  ASSERT(strlen(name)<64);    light=(Lib3dsLight*)calloc(sizeof(Lib3dsLight), 1);  if (!light) {    return(0);  }  strcpy(light->name, name);  return(light);}/*! * \ingroup light */voidlib3ds_light_free(Lib3dsLight *light){  memset(light, 0, sizeof(Lib3dsLight));  free(light);}/*! * \ingroup light */voidlib3ds_light_dump(Lib3dsLight *light){  ASSERT(light);  printf("  name:             %s\n", light->name);  printf("  spot_light:       %s\n", light->spot_light ? "yes" : "no");  printf("  see_cone:         %s\n", light->see_cone ? "yes" : "no");  printf("  color:            (%f, %f, %f)\n",     light->color[0], light->color[1], light->color[2]);  printf("  position          (%f, %f, %f)\n",     light->position[0], light->position[1], light->position[2]);  printf("  spot              (%f, %f, %f)\n",     light->spot[0], light->spot[1], light->spot[2]);  printf("  roll:             %f\n", light->roll);  printf("  off:              %s\n", light->off ? "yes" : "no");  printf("  outer_range:      %f\n", light->outer_range);  printf("  inner_range:      %f\n", light->inner_range);  printf("  multiplier:       %f\n", light->multiplier);  printf("  attenuation:      %f\n", light->attenuation);  printf("  rectangular_spot: %s\n", light->rectangular_spot ? "yes" : "no");  printf("  shadowed:         %s\n", light->shadowed ? "yes" : "no");  printf("  shadow_bias:      %f\n", light->shadow_bias);  printf("  shadow_filter:    %f\n", light->shadow_filter);  printf("  shadow_size:      %d\n", light->shadow_size);  printf("  spot_aspect:      %f\n", light->spot_aspect);  printf("  use_projector:    %s\n", light->use_projector ? "yes" : "no");  printf("  projector:        %s\n", light->projector);  printf("  spot_overshoot:   %i\n", static_cast<int>(light->spot_overshoot));  printf("  ray_shadows:      %s\n", light->ray_shadows ? "yes" : "no");  printf("  ray_bias:         %f\n", light->ray_bias);  printf("  hot_spot:         %f\n", light->hot_spot);  printf("  fall_off:         %f\n", light->fall_off);  printf("\n");}/*! * \ingroup light */static Lib3dsBoolspotlight_read(Lib3dsLight *light, FILE *f){  Lib3dsChunk c;  Lib3dsWord chunk;  int i;  if (!lib3ds_chunk_read_start(&c, LIB3DS_DL_SPOTLIGHT, f)) {    return(LIB3DS_FALSE);  }  light->spot_light=LIB3DS_TRUE;  for (i=0; i<3; ++i) {    light->spot[i]=lib3ds_float_read(f);  }  light->hot_spot = lib3ds_float_read(f);  light->fall_off = lib3ds_float_read(f);  lib3ds_chunk_read_tell(&c, f);    while ((chunk=lib3ds_chunk_read_next(&c, f))!=0) {    switch (chunk) {      case LIB3DS_DL_SPOT_ROLL:        {          light->roll=lib3ds_float_read(f);        }        break;      case LIB3DS_DL_SHADOWED:        {          light->shadowed=LIB3DS_TRUE;        }        break;      case LIB3DS_DL_LOCAL_SHADOW2:        {          light->shadow_bias=lib3ds_float_read(f);          light->shadow_filter=lib3ds_float_read(f);          light->shadow_size=lib3ds_intw_read(f);        }        break;      case LIB3DS_DL_SEE_CONE:        {          light->see_cone=LIB3DS_TRUE;        }        break;      case LIB3DS_DL_SPOT_RECTANGULAR:        {          light->rectangular_spot=LIB3DS_TRUE;        }        break;      case LIB3DS_DL_SPOT_ASPECT:        {          light->spot_aspect=lib3ds_float_read(f);        }        break;      case LIB3DS_DL_SPOT_PROJECTOR:        {          light->use_projector=LIB3DS_TRUE;          if (!lib3ds_string_read(light->projector, 64, f)) {            return(LIB3DS_FALSE);          }        }      case LIB3DS_DL_SPOT_OVERSHOOT:        {          light->spot_overshoot=LIB3DS_TRUE;        }        break;      case LIB3DS_DL_RAY_BIAS:        {          light->ray_bias=lib3ds_float_read(f);        }        break;      case LIB3DS_DL_RAYSHAD:        {          light->ray_shadows=LIB3DS_TRUE;        }        break;      default:        lib3ds_chunk_unknown(chunk);    }  }    lib3ds_chunk_read_end(&c, f);  return(LIB3DS_TRUE);}/*! * \ingroup light */Lib3dsBoollib3ds_light_read(Lib3dsLight *light, FILE *f){  Lib3dsChunk c;  Lib3dsWord chunk;  if (!lib3ds_chunk_read_start(&c, LIB3DS_N_DIRECT_LIGHT, f)) {    return(LIB3DS_FALSE);  }  {    int i;    for (i=0; i<3; ++i) {      light->position[i]=lib3ds_float_read(f);    }  }  lib3ds_chunk_read_tell(&c, f);    while ((chunk=lib3ds_chunk_read_next(&c, f))!=0) {    switch (chunk) {      case LIB3DS_COLOR_F:        {          int i;          for (i=0; i<3; ++i) {            light->color[i]=lib3ds_float_read(f);          }        }        break;      case LIB3DS_DL_OFF:        {          light->off=LIB3DS_TRUE;        }        break;      case LIB3DS_DL_OUTER_RANGE:        {          light->outer_range=lib3ds_float_read(f);        }        break;      case LIB3DS_DL_INNER_RANGE:        {          light->inner_range=lib3ds_float_read(f);        }        break;      case LIB3DS_DL_MULTIPLIER:        {          light->multiplier=lib3ds_float_read(f);        }        break;      case LIB3DS_DL_EXCLUDE:        {          /* FIXME: */          lib3ds_chunk_unknown(chunk);        }      case LIB3DS_DL_ATTENUATE:        {          light->attenuation=lib3ds_float_read(f);        }        break;      case LIB3DS_DL_SPOTLIGHT:        {          lib3ds_chunk_read_reset(&c, f);          if (!spotlight_read(light, f)) {            return(LIB3DS_FALSE);          }        }        break;      default:        lib3ds_chunk_unknown(chunk);    }  }    lib3ds_chunk_read_end(&c, f);  return(LIB3DS_TRUE);}/*! * \ingroup light */Lib3dsBoollib3ds_light_write(Lib3dsLight *light, FILE *f){  Lib3dsChunk c;  c.chunk=LIB3DS_N_DIRECT_LIGHT;  if (!lib3ds_chunk_write_start(&c,f)) {    return(LIB3DS_FALSE);  }  lib3ds_vector_write(light->position, f);  { /*---- LIB3DS_COLOR_F ----*/    Lib3dsChunk c;    c.chunk=LIB3DS_COLOR_F;    c.size=18;    lib3ds_chunk_write(&c, f);    lib3ds_rgb_write(light->color,f);  }  if (light->off) { /*---- LIB3DS_DL_OFF ----*/    Lib3dsChunk c;    c.chunk=LIB3DS_DL_OFF;    c.size=6;    lib3ds_chunk_write(&c, f);  }  { /*---- LIB3DS_DL_OUTER_RANGE ----*/    Lib3dsChunk c;    c.chunk=LIB3DS_DL_OUTER_RANGE;    c.size=10;    lib3ds_chunk_write(&c, f);    lib3ds_float_write(light->outer_range,f);  }  { /*---- LIB3DS_DL_INNER_RANGE ----*/    Lib3dsChunk c;    c.chunk=LIB3DS_DL_INNER_RANGE;    c.size=10;    lib3ds_chunk_write(&c, f);    lib3ds_float_write(light->inner_range,f);  }  { /*---- LIB3DS_DL_MULTIPLIER ----*/    Lib3dsChunk c;    c.chunk=LIB3DS_DL_MULTIPLIER;    c.size=10;    lib3ds_chunk_write(&c, f);    lib3ds_float_write(light->multiplier, f);  }  if (light->attenuation) { /*---- LIB3DS_DL_ATTENUATE ----*/    Lib3dsChunk c;    c.chunk=LIB3DS_DL_ATTENUATE;    c.size=6;    lib3ds_chunk_write(&c, f);  }  if (light->spot_light) {    Lib3dsChunk c;    c.chunk=LIB3DS_DL_SPOTLIGHT;    if (!lib3ds_chunk_write_start(&c,f)) {      return(LIB3DS_FALSE);    }    lib3ds_vector_write(light->spot, f);    lib3ds_float_write(light->hot_spot, f);    lib3ds_float_write(light->fall_off, f);        { /*---- LIB3DS_DL_SPOT_ROLL ----*/      Lib3dsChunk c;      c.chunk=LIB3DS_DL_SPOT_ROLL;      c.size=10;      lib3ds_chunk_write(&c, f);      lib3ds_float_write(light->roll,f);    }    if (light->shadowed) { /*---- LIB3DS_DL_SHADOWED ----*/      Lib3dsChunk c;      c.chunk=LIB3DS_DL_SHADOWED;      c.size=6;      lib3ds_chunk_write(&c, f);    }    if ((fabs(light->shadow_bias)>LIB3DS_EPSILON) ||      (fabs(light->shadow_filter)>LIB3DS_EPSILON) ||      (light->shadow_size!=0)) { /*---- LIB3DS_DL_LOCAL_SHADOW2 ----*/      Lib3dsChunk c;      c.chunk=LIB3DS_DL_LOCAL_SHADOW2;      c.size=16;      lib3ds_chunk_write(&c, f);      lib3ds_float_write(light->shadow_bias,f);      lib3ds_float_write(light->shadow_filter,f);      lib3ds_intw_write(light->shadow_size,f);    }    if (light->see_cone) { /*---- LIB3DS_DL_SEE_CONE ----*/      Lib3dsChunk c;      c.chunk=LIB3DS_DL_SEE_CONE;      c.size=6;      lib3ds_chunk_write(&c, f);    }    if (light->rectangular_spot) { /*---- LIB3DS_DL_SPOT_RECTANGULAR ----*/      Lib3dsChunk c;      c.chunk=LIB3DS_DL_SPOT_RECTANGULAR;      c.size=6;      lib3ds_chunk_write(&c, f);    }    if (fabs(light->spot_aspect)>LIB3DS_EPSILON) { /*---- LIB3DS_DL_SPOT_ASPECT ----*/      Lib3dsChunk c;      c.chunk=LIB3DS_DL_SPOT_ASPECT;      c.size=10;      lib3ds_chunk_write(&c, f);      lib3ds_float_write(light->spot_aspect,f);    }    if (light->use_projector) { /*---- LIB3DS_DL_SPOT_PROJECTOR ----*/      Lib3dsChunk c;      c.chunk=LIB3DS_DL_SPOT_PROJECTOR;      c.size=10;      lib3ds_chunk_write(&c, f);      lib3ds_string_write(light->projector,f);    }    if (light->spot_overshoot) { /*---- LIB3DS_DL_SPOT_OVERSHOOT ----*/      Lib3dsChunk c;      c.chunk=LIB3DS_DL_SPOT_OVERSHOOT;      c.size=6;      lib3ds_chunk_write(&c, f);    }    if (fabs(light->ray_bias)>LIB3DS_EPSILON) { /*---- LIB3DS_DL_RAY_BIAS ----*/      Lib3dsChunk c;      c.chunk=LIB3DS_DL_RAY_BIAS;      c.size=10;      lib3ds_chunk_write(&c, f);      lib3ds_float_write(light->ray_bias,f);    }    if (light->ray_shadows) { /*---- LIB3DS_DL_RAYSHAD ----*/      Lib3dsChunk c;      c.chunk=LIB3DS_DL_RAYSHAD;      c.size=6;      lib3ds_chunk_write(&c, f);    }    if (!lib3ds_chunk_write_end(&c,f)) {      return(LIB3DS_FALSE);    }  }  if (!lib3ds_chunk_write_end(&c,f)) {    return(LIB3DS_FALSE);  }  return(LIB3DS_TRUE);}

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