khanat-opennel-code/code/ryzom/common/src/game_share/dir_light_setup.cpp

91 lines
2.8 KiB
C++
Raw Normal View History

2010-05-06 00:08:41 +00:00
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#include "dir_light_setup.h"
#include "georges_helper.h"
#include "nel/georges/u_form_elm.h"
//-----------------------------------------------
CDirLightSetup::CDirLightSetup() : Ambiant(0, 0, 0),
2010-05-15 16:47:21 +00:00
Diffuse(255, 255, 255),
2010-05-06 00:08:41 +00:00
Specular(0, 0, 0),
2010-05-15 16:47:21 +00:00
Direction(1.f, 0.f, 0.f)
2010-05-06 00:08:41 +00:00
{
}
//-----------------------------------------------
void CDirLightSetup::blend(const CDirLightSetup &setup0, const CDirLightSetup &setup1, float blendFactor)
{
uint uiFactor = (uint) (256.f * blendFactor);
Ambiant.blendFromui(setup0.Ambiant, setup1.Ambiant, uiFactor);
Diffuse.blendFromui(setup0.Diffuse, setup1.Diffuse, uiFactor);
Specular.blendFromui(setup0.Specular, setup1.Specular, uiFactor);
Direction = (blendFactor * setup0.Direction + (1.f - blendFactor) * setup1.Direction).normed();
}
//-----------------------------------------------
void CDirLightSetup::modulate(float level)
{
uint uiLevel = (uint) (256.f * level);
Ambiant.modulateFromui(Ambiant, uiLevel);
Diffuse.modulateFromui(Diffuse, uiLevel);
Specular.modulateFromui(Specular, uiLevel);
}
//-----------------------------------------------
bool CDirLightSetup::build(const NLGEORGES::UFormElm &item)
{
NLMISC::CRGBA amb, dif, spe;
NLMISC::CVector dir;
const NLGEORGES::UFormElm *pElt;
// Light Direction
if (item.getNodeByName (&pElt, ".Direction") && pElt)
{
if (!CGeorgesHelper::convert(dir, *pElt)) return false;
}
// Light Ambiant
if (item.getNodeByName (&pElt, ".Ambiant") && pElt)
{
if (!CGeorgesHelper::convert(amb, *pElt)) return false;
}
// Light Diffuse
if (item.getNodeByName (&pElt, ".Diffuse") && pElt)
{
if (!CGeorgesHelper::convert(dif, *pElt)) return false;
}
// Light Specular
if (item.getNodeByName (&pElt, ".Specular") && pElt)
{
if (!CGeorgesHelper::convert(spe, *pElt)) return false;
}
Ambiant = amb;
Diffuse = dif;
Specular = spe;
Direction = dir;
return true;
}