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88 lines
2.4 KiB
C++
88 lines
2.4 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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 "std3d.h"
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#include "nel/3d/point_light_named.h"
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namespace NL3D {
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// ***************************************************************************
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CPointLightNamed::CPointLightNamed()
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{
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// copy setup from current
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_DefaultAmbient= getAmbient();
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_DefaultDiffuse= getDiffuse();
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_DefaultSpecular= getSpecular();
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_UnAnimatedDiffuse= getDiffuse();
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}
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// ***************************************************************************
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void CPointLightNamed::setLightFactor(NLMISC::CRGBA nFactor)
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{
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setLightFactor(nFactor, nFactor);
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}
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// ***************************************************************************
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void CPointLightNamed::setLightFactor(NLMISC::CRGBA nAnimatedFactor, NLMISC::CRGBA nUnAnimatedFactor)
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{
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CRGBA col;
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// setup current ambient.
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col.modulateFromColor(_DefaultAmbient, nAnimatedFactor);
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setAmbient(col);
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// setup current diffuse.
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col.modulateFromColor(_DefaultDiffuse, nAnimatedFactor);
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setDiffuse(col);
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// setup current specular.
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col.modulateFromColor(_DefaultSpecular, nAnimatedFactor);
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setSpecular(col);
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// special UnAnimatedDiffuse
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col.modulateFromColor(_DefaultDiffuse, nUnAnimatedFactor);
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_UnAnimatedDiffuse= col;
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}
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// ***************************************************************************
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void CPointLightNamed::serial(NLMISC::IStream &f)
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{
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sint ver = f.serialVersion(1);
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// Serialize parent.
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CPointLight::serial(f);
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// Serialize my data
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f.serial(AnimatedLight);
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f.serial(_DefaultAmbient);
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f.serial(_DefaultDiffuse);
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f.serial(_DefaultSpecular);
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if (ver>=1)
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f.serial(LightGroup);
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// read: and copy default _UnAnimatedDiffuse
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if(f.isReading())
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{
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_UnAnimatedDiffuse= getDiffuse();
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}
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}
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} // NL3D
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