mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-23 01:18:46 +00:00
154 lines
4.2 KiB
C++
154 lines
4.2 KiB
C++
|
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
||
|
// 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 "std3d.h"
|
||
|
|
||
|
#include "nel/3d/animated_lightmap.h"
|
||
|
#include "nel/3d/scene.h"
|
||
|
#include "nel/misc/common.h"
|
||
|
|
||
|
using namespace NLMISC;
|
||
|
|
||
|
namespace NL3D
|
||
|
{
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
// ***************************************************************************
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
CAnimatedLightmap::CAnimatedLightmap (uint lightmapGroup)
|
||
|
{
|
||
|
// IAnimatable.
|
||
|
IAnimatable::resize( AnimValueLast );
|
||
|
|
||
|
_DefaultFactor.setDefaultValue( CRGBA(255,0,255,255) );
|
||
|
_Factor.Value= _DefaultFactor.getDefaultValue();
|
||
|
_GroupColor.resize (lightmapGroup, CRGBA::White);
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
/*void CAnimatedLightmap::update()
|
||
|
{
|
||
|
if( isTouched(OwnerBit) )
|
||
|
{
|
||
|
// well, just update all... :)
|
||
|
|
||
|
// diffuse part.
|
||
|
CRGBA diff= _Diffuse.Value;
|
||
|
sint c= (sint)(_Opacity.Value*255);
|
||
|
clamp(c, 0, 255);
|
||
|
diff.A= c;
|
||
|
|
||
|
// setup material.
|
||
|
_Lightmap->setLighting(true, _Emissive.Value, _Ambient.Value, diff, _Specular.Value, _Shininess.Value);
|
||
|
|
||
|
// clear flags.
|
||
|
clearFlag(AmbientValue);
|
||
|
clearFlag(DiffuseValue);
|
||
|
clearFlag(SpecularValue);
|
||
|
clearFlag(ShininessValue);
|
||
|
clearFlag(EmissiveValue);
|
||
|
clearFlag(OpacityValue);
|
||
|
|
||
|
|
||
|
// Texture Anim.
|
||
|
if(isTouched(TextureValue))
|
||
|
{
|
||
|
nlassert(_LightmapBase);
|
||
|
|
||
|
uint32 id= _Texture.Value;
|
||
|
if(_LightmapBase->validAnimatedTexture(id))
|
||
|
{
|
||
|
_Lightmap->setTexture(0, _LightmapBase->getAnimatedTexture(id) );
|
||
|
}
|
||
|
clearFlag(TextureValue);
|
||
|
}
|
||
|
|
||
|
|
||
|
// We are OK!
|
||
|
IAnimatable::clearFlag(OwnerBit);
|
||
|
}
|
||
|
}*/
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
IAnimatedValue* CAnimatedLightmap::getValue (uint valueId)
|
||
|
{
|
||
|
switch(valueId)
|
||
|
{
|
||
|
case FactorValue: return &_Factor;
|
||
|
};
|
||
|
|
||
|
// should not be here!!
|
||
|
nlstop;
|
||
|
return NULL;
|
||
|
}
|
||
|
// ***************************************************************************
|
||
|
const char *CAnimatedLightmap::getValueName (uint valueId) const
|
||
|
{
|
||
|
switch(valueId)
|
||
|
{
|
||
|
case FactorValue: nlstop; return "???";
|
||
|
};
|
||
|
|
||
|
// should not be here!!
|
||
|
nlstop;
|
||
|
return "";
|
||
|
}
|
||
|
// ***************************************************************************
|
||
|
ITrack* CAnimatedLightmap::getDefaultTrack (uint valueId)
|
||
|
{
|
||
|
//nlassert(_LightmapBase);
|
||
|
|
||
|
switch(valueId)
|
||
|
{
|
||
|
case FactorValue: return &_DefaultFactor;
|
||
|
};
|
||
|
|
||
|
// should not be here!!
|
||
|
nlstop;
|
||
|
return NULL;
|
||
|
}
|
||
|
// ***************************************************************************
|
||
|
void CAnimatedLightmap::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)
|
||
|
{
|
||
|
// For CAnimatedLightmap, channels are detailled (Lightmap rendered after clip)!
|
||
|
addValue(chanMixer, FactorValue, OwnerBit, prefix, true);
|
||
|
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
|
||
|
void CAnimatedLightmap::updateGroupColors (class NL3D::CScene &scene)
|
||
|
{
|
||
|
// For each colors
|
||
|
const uint count = scene.getNumLightGroup ();
|
||
|
_GroupColor.resize (count);
|
||
|
uint i;
|
||
|
for (i=0; i<count; i++)
|
||
|
{
|
||
|
_GroupColor[i].modulateFromColor (scene.getLightmapGroupColor (i), _Factor.Value);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
|
||
|
} // NL3D
|