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ryzom-core/code/nel/src/3d/animated_lightmap.cpp

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