90 lines
2.8 KiB
C++
90 lines
2.8 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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#include "dir_light_setup.h"
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#include "georges_helper.h"
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#include "nel/georges/u_form_elm.h"
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//-----------------------------------------------
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CDirLightSetup::CDirLightSetup() : Ambiant(0, 0, 0),
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Diffuse(255, 255, 255),
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Specular(0, 0, 0),
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Direction(1.f, 0.f, 0.f)
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{
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}
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//-----------------------------------------------
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void CDirLightSetup::blend(const CDirLightSetup &setup0, const CDirLightSetup &setup1, float blendFactor)
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{
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uint uiFactor = (uint) (256.f * blendFactor);
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Ambiant.blendFromui(setup0.Ambiant, setup1.Ambiant, uiFactor);
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Diffuse.blendFromui(setup0.Diffuse, setup1.Diffuse, uiFactor);
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Specular.blendFromui(setup0.Specular, setup1.Specular, uiFactor);
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Direction = (blendFactor * setup0.Direction + (1.f - blendFactor) * setup1.Direction).normed();
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}
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//-----------------------------------------------
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void CDirLightSetup::modulate(float level)
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{
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uint uiLevel = (uint) (256.f * level);
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Ambiant.modulateFromui(Ambiant, uiLevel);
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Diffuse.modulateFromui(Diffuse, uiLevel);
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Specular.modulateFromui(Specular, uiLevel);
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}
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//-----------------------------------------------
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bool CDirLightSetup::build(const NLGEORGES::UFormElm &item)
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{
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NLMISC::CRGBA amb, dif, spe;
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NLMISC::CVector dir;
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const NLGEORGES::UFormElm *pElt;
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// Light Direction
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if (item.getNodeByName (&pElt, ".Direction") && pElt)
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{
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if (!CGeorgesHelper::convert(dir, *pElt)) return false;
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}
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// Light Ambiant
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if (item.getNodeByName (&pElt, ".Ambiant") && pElt)
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{
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if (!CGeorgesHelper::convert(amb, *pElt)) return false;
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}
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// Light Diffuse
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if (item.getNodeByName (&pElt, ".Diffuse") && pElt)
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{
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if (!CGeorgesHelper::convert(dif, *pElt)) return false;
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}
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// Light Specular
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if (item.getNodeByName (&pElt, ".Specular") && pElt)
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{
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if (!CGeorgesHelper::convert(spe, *pElt)) return false;
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}
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Ambiant = amb;
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Diffuse = dif;
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Specular = spe;
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Direction = dir;
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return true;
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}
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