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154 lines
4.2 KiB
C++
154 lines
4.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/animated_lightmap.h"
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#include "nel/3d/scene.h"
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#include "nel/misc/common.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CAnimatedLightmap::CAnimatedLightmap (uint lightmapGroup)
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{
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// IAnimatable.
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IAnimatable::resize( AnimValueLast );
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_DefaultFactor.setDefaultValue( CRGBA(255,0,255,255) );
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_Factor.Value= _DefaultFactor.getDefaultValue();
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_GroupColor.resize (lightmapGroup, CRGBA::White);
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}
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// ***************************************************************************
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/*void CAnimatedLightmap::update()
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{
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if( isTouched(OwnerBit) )
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{
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// well, just update all... :)
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// diffuse part.
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CRGBA diff= _Diffuse.Value;
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sint c= (sint)(_Opacity.Value*255);
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clamp(c, 0, 255);
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diff.A= c;
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// setup material.
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_Lightmap->setLighting(true, _Emissive.Value, _Ambient.Value, diff, _Specular.Value, _Shininess.Value);
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// clear flags.
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clearFlag(AmbientValue);
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clearFlag(DiffuseValue);
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clearFlag(SpecularValue);
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clearFlag(ShininessValue);
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clearFlag(EmissiveValue);
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clearFlag(OpacityValue);
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// Texture Anim.
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if(isTouched(TextureValue))
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{
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nlassert(_LightmapBase);
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uint32 id= _Texture.Value;
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if(_LightmapBase->validAnimatedTexture(id))
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{
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_Lightmap->setTexture(0, _LightmapBase->getAnimatedTexture(id) );
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}
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clearFlag(TextureValue);
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}
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// We are OK!
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IAnimatable::clearFlag(OwnerBit);
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}
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}*/
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// ***************************************************************************
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IAnimatedValue* CAnimatedLightmap::getValue (uint valueId)
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{
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switch(valueId)
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{
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case FactorValue: return &_Factor;
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};
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// should not be here!!
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nlstop;
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return NULL;
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}
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// ***************************************************************************
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const char *CAnimatedLightmap::getValueName (uint valueId) const
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{
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switch(valueId)
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{
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case FactorValue: nlstop; return "???";
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};
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// should not be here!!
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nlstop;
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return "";
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}
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// ***************************************************************************
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ITrack* CAnimatedLightmap::getDefaultTrack (uint valueId)
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{
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//nlassert(_LightmapBase);
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switch(valueId)
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{
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case FactorValue: return &_DefaultFactor;
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};
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// should not be here!!
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nlstop;
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return NULL;
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}
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// ***************************************************************************
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void CAnimatedLightmap::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)
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{
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// For CAnimatedLightmap, channels are detailled (Lightmap rendered after clip)!
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addValue(chanMixer, FactorValue, OwnerBit, prefix, true);
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}
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// ***************************************************************************
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void CAnimatedLightmap::updateGroupColors (class NL3D::CScene &scene)
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{
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// For each colors
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const uint count = scene.getNumLightGroup ();
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_GroupColor.resize (count);
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uint i;
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for (i=0; i<count; i++)
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{
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_GroupColor[i].modulateFromColor (scene.getLightmapGroupColor (i), _Factor.Value);
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}
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}
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// ***************************************************************************
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} // NL3D
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