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