139 lines
4.7 KiB
C++
139 lines
4.7 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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/scene/Light3DPoint.h"
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#include "hpl1/engine/graphics/LowLevelGraphics.h"
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#include "hpl1/engine/graphics/Renderer3D.h"
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#include "hpl1/engine/math/Math.h"
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#include "hpl1/engine/scene/Camera3D.h"
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#include "hpl1/engine/game/Game.h"
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#include "hpl1/engine/scene/Scene.h"
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#include "hpl1/engine/scene/World3D.h"
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#include "hpl1/engine/scene/PortalContainer.h"
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#include "hpl1/engine/scene/SectorVisibility.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cLight3DPoint::cLight3DPoint(tString asName, cResources *apResources) : iLight3D(asName, apResources) {
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mLightType = eLight3DType_Point;
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UpdateBoundingVolume();
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PRIVATE METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cSectorVisibilityContainer *cLight3DPoint::CreateSectorVisibility() {
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return mpWorld3D->GetPortalContainer()->CreateVisibiltyFromBV(GetBoundingVolume());
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}
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//-----------------------------------------------------------------------
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void cLight3DPoint::UpdateBoundingVolume() {
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mBoundingVolume.SetSize(mfFarAttenuation * 2);
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mBoundingVolume.SetPosition(GetWorldPosition());
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}
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//-----------------------------------------------------------------------
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bool cLight3DPoint::CreateClipRect(cRect2l &aClipRect, cRenderSettings *apRenderSettings,
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iLowLevelGraphics *apLowLevelGraphics) {
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cVector2f vScreenSize = apLowLevelGraphics->GetScreenSize();
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bool bVisible = cMath::GetClipRectFromBV(aClipRect, *GetBoundingVolume(),
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apRenderSettings->mpCamera->GetViewMatrix(),
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apRenderSettings->mpCamera->GetProjectionMatrix(),
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apRenderSettings->mpCamera->GetNearClipPlane(),
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cVector2l((int)vScreenSize.x, (int)vScreenSize.y));
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return bVisible;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// SAVE OBJECT STUFF
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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kBeginSerialize(cSaveData_cLight3DPoint, cSaveData_iLight3D)
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kEndSerialize()
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//-----------------------------------------------------------------------
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iSaveObject *cSaveData_cLight3DPoint::CreateSaveObject(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) {
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cWorld3D *pWorld = apGame->GetScene()->GetWorld3D();
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return pWorld->CreateLightPoint(msName);
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}
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//-----------------------------------------------------------------------
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int cSaveData_cLight3DPoint::GetSaveCreatePrio() {
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return 3;
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}
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//-----------------------------------------------------------------------
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iSaveData *cLight3DPoint::CreateSaveData() {
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return hplNew(cSaveData_cLight3DPoint, ());
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}
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//-----------------------------------------------------------------------
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void cLight3DPoint::SaveToSaveData(iSaveData *apSaveData) {
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kSaveData_SaveToBegin(cLight3DPoint);
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}
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//-----------------------------------------------------------------------
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void cLight3DPoint::LoadFromSaveData(iSaveData *apSaveData) {
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kSaveData_LoadFromBegin(cLight3DPoint);
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}
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//-----------------------------------------------------------------------
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void cLight3DPoint::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) {
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kSaveData_SetupBegin(cLight3DPoint);
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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