113 lines
3.6 KiB
C++
113 lines
3.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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 General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "graphics/renderer.h"
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#include "tetraedge/tetraedge.h"
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#include "tetraedge/te/te_light.h"
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#include "tetraedge/te/te_light_opengl.h"
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#include "tetraedge/te/te_light_tinygl.h"
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#include "tetraedge/te/te_color.h"
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#include "tetraedge/te/te_quaternion.h"
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#include "tetraedge/te/te_vector3f32.h"
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namespace Tetraedge {
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/*static*/
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uint32 TeLight::_globalAmbientColor = 0xffffffff;
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TeLight::TeLight() : _colAmbient(0, 0, 0, 0xff), _colDiffuse(0, 0, 0, 0xff), _colSpecular(0xff, 0xff, 0xff, 0xff),
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_constAtten(1.0f), _linearAtten(0.0f), _quadraticAtten(0.0f), _cutoff(0.0f), _exponent(0.0f), _type(LightTypePoint),
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_displaySize(3.0f)
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{
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}
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TeVector3f32 TeLight::directionVector() const {
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float cosx = cosf(_positionRadial.getX());
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float cosy = cosf(_positionRadial.getY());
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float sinx = sinf(_positionRadial.getX());
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float siny = sinf(_positionRadial.getY());
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return TeVector3f32(cosx * cosy, siny, sinx * cosy);
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}
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void TeLight::transformDirPoint(const TeVector3f32 &pt1, TeVector3f32 &pt2) {
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const TeQuaternion q1 = TeQuaternion::fromAxisAndAngle(TeVector3f32(0, 1, 0), _positionRadial.getX() + M_PI);
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const TeQuaternion q2 = TeQuaternion::fromAxisAndAngle(TeVector3f32(0, 0, -1), -_positionRadial.getY());
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pt2.rotate(q2);
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pt2.rotate(q1);
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pt2 += pt1;
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}
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void TeLight::transformSpotPoint(TeVector3f32 &pt) {
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const TeQuaternion q1 = TeQuaternion::fromAxisAndAngle(TeVector3f32(0, 1, 0), _positionRadial.getX());
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const TeQuaternion q2 = TeQuaternion::fromAxisAndAngle(TeVector3f32(0, 0, -1), _positionRadial.getY());
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pt.rotate(q2);
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pt.rotate(q1);
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pt += _position3d;
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}
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Common::String TeLight::dump() const {
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const char *ltype;
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switch (_type) {
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case LightTypeSpot:
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ltype = "Spot";
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break;
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case LightTypePoint:
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ltype = "Point";
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break;
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case LightTypeDirectional:
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ltype = "Directional";
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break;
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default:
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error("Invalid light type %d", (int)_type);
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}
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return Common::String::format("%sLight(\n\tamb:%s diff:%s spec:%s\n\tpos:%s posRad:%s atten:%.02f %.02f %.02f\n\tcutoff:%.02f exp:%.02f dispSz:%.02f\n)",
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ltype, _colAmbient.dump().c_str(), _colDiffuse.dump().c_str(),
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_colSpecular.dump().c_str(), _position3d.dump().c_str(),
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_positionRadial.dump().c_str(), _constAtten, _linearAtten,
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_quadraticAtten, _cutoff, _exponent, _displaySize);
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}
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void TeLight::correctAttenuation() {
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if (!_constAtten && !_linearAtten && !_quadraticAtten)
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_constAtten = 1.0;
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}
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/*static*/
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TeLight *TeLight::makeInstance() {
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Graphics::RendererType r = g_engine->preferredRendererType();
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#if defined(USE_OPENGL_GAME)
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if (r == Graphics::kRendererTypeOpenGL)
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return new TeLightOpenGL();
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#endif
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#if defined(USE_TINYGL)
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if (r == Graphics::kRendererTypeTinyGL)
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return new TeLightTinyGL();
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#endif
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error("Couldn't create TeLight for selected renderer");
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}
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} // end namespace Tetraedge
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