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194 lines
4.7 KiB
194 lines
4.7 KiB
2 months ago
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//
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// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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#include "ILightingControl.h"
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#include "../../Common/Math.inl"
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#include "../../RuntimeObjectSystem/ObjectInterfacePerModule.h"
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#include "../../Systems/SystemTable.h"
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#include "../../Systems/IEntitySystem.h"
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#include "../../Systems/IAssetSystem.h"
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#include "../../Systems/ILogSystem.h"
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#include "../../RuntimeObjectSystem/ISimpleSerializer.h"
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#include <assert.h>
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#include <vector>
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//////////////////////////////////////////////////////////////////////////
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// We serialize all the current lighting values if any have been changed
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// via ILightingControl interface, otherwise we reload the initial values
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// below, allowing them to be experimented with at runtime
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//////////////////////////////////////////////////////////////////////////
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// Initial values
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static const float intensity = 0.6f;
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static const float back_color[4] = {0.3f, 0.0f, 0.0f, 1.0f}; // red
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static const float global_ambient[4] = {0.2f, 0.2f, 0.2f, 1.0f}; // bright
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static const float light_ambient[4] = {intensity/20.0f, intensity/20.0f, intensity/20.0f, 1.0f};
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static const float light_diffuse[4] = {intensity*1.2f, intensity, intensity, 1.0f};
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static const float light_specular[4] = {intensity*1.2f, intensity*0.8f, intensity*0.8f, 1.0f};
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class LightingControl: public ILightingControl
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{
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public:
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LightingControl()
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{
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m_bModified = false;
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m_back_color.resize(4);
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m_global_ambient.resize(4);
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m_light_ambient.resize(4);
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m_light_diffuse.resize(4);
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m_light_specular.resize(4);
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CopyArray4(back_color, &m_back_color[0]);
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CopyArray4(global_ambient, &m_global_ambient[0]);
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CopyArray4(light_ambient, &m_light_ambient[0]);
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CopyArray4(light_diffuse, &m_light_diffuse[0]);
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CopyArray4(light_specular, &m_light_specular[0]);
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}
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virtual ~LightingControl()
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{
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if( m_pEntity )
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{
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m_pEntity->SetUpdateable(NULL);
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}
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}
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// IEntityObject
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virtual void Serialize(ISimpleSerializer *pSerializer)
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{
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AU_ASSERT(pSerializer);
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IEntityObject::Serialize(pSerializer);
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SERIALIZE(m_bModified);
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if (m_bModified)
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{
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SERIALIZE(m_back_color);
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SERIALIZE(m_global_ambient);
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SERIALIZE(m_light_ambient);
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SERIALIZE(m_light_diffuse);
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SERIALIZE(m_light_specular);
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}
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}
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virtual void Init( bool isFirstInit )
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{
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m_pEntity->SetUpdateable( this );
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}
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// ~IEntityObject
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// IAUUpdateable
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virtual void Update( float deltaTime )
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{
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// Do nothing for now
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}
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// ~IAUUpdateable
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// ILightingControl
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virtual void GetBackColor(float* params)
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{
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CopyArray4(&m_back_color[0], params);
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}
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virtual void SetBackColor(const float* params)
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{
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CopyArray4(params, &m_back_color[0]);
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m_bModified = true;
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}
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virtual void GetGlobalAmbient(float* params)
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{
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CopyArray4(&m_global_ambient[0], params);
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}
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virtual void SetGlobalAmbient(const float* params)
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{
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CopyArray4(params, &m_global_ambient[0]);
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m_bModified = true;
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}
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virtual void GetLightAmbient(float* params)
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{
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CopyArray4(&m_light_ambient[0], params);
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}
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virtual void SetLightAmbient(const float* params)
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{
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CopyArray4(params, &m_light_ambient[0]);
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m_bModified = true;
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}
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virtual void GetLightDiffuse(float* params)
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{
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CopyArray4(&m_light_diffuse[0], params);
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}
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virtual void SetLightDiffuse(const float* params)
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{
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CopyArray4(params, &m_light_diffuse[0]);
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m_bModified = true;
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}
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virtual void GetLightSpecular(float* params)
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{
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CopyArray4(&m_light_specular[0], params);
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}
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virtual void SetLightSpecular(const float* params)
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{
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CopyArray4(params, &m_light_specular[0]);
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m_bModified = true;
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}
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// ~ILightingControl
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private:
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void CopyArray4(const float* src, float* dest)
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{
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dest[0] = src[0];
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dest[1] = src[1];
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dest[2] = src[2];
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dest[3] = src[3];
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}
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// Private Members
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bool m_bModified;
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std::vector<float> m_back_color;
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std::vector<float> m_global_ambient;
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std::vector<float> m_light_ambient;
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std::vector<float> m_light_diffuse;
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std::vector<float> m_light_specular;
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};
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REGISTERCLASS(LightingControl);
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