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