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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // W3DDynamicLight.cpp
- // Class to handle dynamic lights.
- // Author: John Ahlquist, April 2001
- #include <stdlib.h>
- #include "W3DDevice/GameClient/W3DDynamicLight.h"
- W3DDynamicLight::W3DDynamicLight(void):
- LightClass(LightClass::POINT)
- {
- m_priorEnable = false;
- m_enabled = true;
- }
- W3DDynamicLight::~W3DDynamicLight(void)
- {
- }
- void W3DDynamicLight::On_Frame_Update(void)
- {
- if (!m_enabled) {
- return;
- }
- Real factor = 1.0f;
- if (m_curIncreaseFrameCount>0 && m_increaseFrameCount>0) {
- // increasing
- m_curIncreaseFrameCount--;
- factor = (m_increaseFrameCount-m_curIncreaseFrameCount)/(Real)m_increaseFrameCount;
- } else if (m_decayFrameCount==0) {
- factor = 1.0; // never decays,
- } else {
- m_curDecayFrameCount--;
- if (m_curDecayFrameCount == 0) {
- m_enabled = false;
- return;
- }
- factor = m_curDecayFrameCount/(Real)m_decayFrameCount;
- }
- if (m_decayRange) {
- this->FarAttenEnd = factor*m_targetRange;
- if (FarAttenEnd < FarAttenStart) {
- FarAttenEnd = FarAttenStart;
- }
- }
- if (m_decayColor) {
- this->Ambient = m_targetAmbient*factor;
- this->Diffuse = m_targetDiffuse*factor;
- }
- }
- void W3DDynamicLight::setFrameFade(UnsignedInt frameIncreaseTime, UnsignedInt decayFrameTime)
- {
- m_decayFrameCount = decayFrameTime;
- m_curDecayFrameCount = decayFrameTime;
- m_curIncreaseFrameCount = frameIncreaseTime;
- m_increaseFrameCount = frameIncreaseTime;
- m_targetAmbient = Ambient;
- m_targetDiffuse = Diffuse;
- m_targetRange = FarAttenEnd;
- }
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