/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * This file is based on WME. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h" #include "engines/wintermute/base/gfx/3dlight.h" #include "engines/wintermute/base/gfx/3dloader_3ds.h" #include "engines/wintermute/math/math_util.h" #include "engines/wintermute/wintypes.h" #include "graphics/opengl/system_headers.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////////// Light3D::Light3D(BaseGame *inGame) : BaseScriptable(inGame, false, false) { _diffuseColor = BYTETORGBA(255, 255, 255, 255); _pos = DXVector3(0, 0, 0); _target = DXVector3(0, 0, 0); _isSpotlight = false; _falloff = 0; _active = true; _distance = 0.0f; _isAvailable = false; } ////////////////////////////////////////////////////////////////////////// Light3D::~Light3D() { } ////////////////////////////////////////////////////////////////////////// bool Light3D::setLight(int index) { DXVector4 diffuse; diffuse._x = RGBCOLGetR(_diffuseColor) / 256.0f; diffuse._y = RGBCOLGetG(_diffuseColor) / 256.0f; diffuse._z = RGBCOLGetB(_diffuseColor) / 256.0f; diffuse._w = 1.0f; DXVector3 dir = _target - _pos; DXVec3Normalize(&dir, &dir); _game->_renderer3D->setLightParameters(index, _pos, dir, diffuse, _isSpotlight); if (_active) { _game->_renderer3D->lightEnable(index, true); } return true; } ////////////////////////////////////////////////////////////////////////// bool Light3D::getViewMatrix(DXMatrix *viewMatrix) { DXVector3 up = DXVector3(0.0f, 1.0f, 0.0f); DXMatrixLookAtLH(viewMatrix, &_pos, &_target, &up); return true; } ////////////////////////////////////////////////////////////////////////// bool Light3D::persist(BasePersistenceManager *persistMgr) { persistMgr->transferBool(TMEMBER(_active)); persistMgr->transferUint32(TMEMBER(_diffuseColor)); return true; } } // namespace Wintermute