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- /*
- ** Command & Conquer Renegade(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 O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : LevelEdit *
- * *
- * $Archive:: /Commando/Code/Tools/LevelEdit/LightDefinition.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 4/20/00 2:09p $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "lightdefinition.h"
- #include "simpledefinitionfactory.h"
- #include "definitionclassids.h"
- #include "definitionmgr.h"
- #include "persistfactory.h"
- #include "editorchunkids.h"
- #include "lightnode.h"
- //////////////////////////////////////////////////////////////////////////////////
- // Constants
- //////////////////////////////////////////////////////////////////////////////////
- enum
- {
- CHUNKID_VARIABLES = 0x00000100,
- CHUNKID_BASE_CLASS = 0x00000200,
- };
- enum
- {
- VARID_CASTS_SHADOWS = 0x01,
- VARID_AMBIENT_COLOR,
- VARID_DIFFUSE_COLOR,
- VARID_SPECULAR_COLOR,
- VARID_INTENSITY,
- VARID_INNER_RADIUS,
- VARID_OUTER_RADIUS,
- VARID_LIGHT_TYPE,
- VARID_LIGHT_SPOT_ANGLE,
- VARID_LIGHT_SPOT_EXPONENT,
- VARID_LIGHT_SPOT_DIRECTION,
- };
- //////////////////////////////////////////////////////////////////////////////////
- //
- // Static factories
- //
- //////////////////////////////////////////////////////////////////////////////////
- DECLARE_DEFINITION_FACTORY(LightDefinitionClass, CLASSID_LIGHT, "Light") _LightDefFactory;
- SimplePersistFactoryClass<LightDefinitionClass, CHUNKID_LIGHT_DEF> _LightPersistFactory;
- //////////////////////////////////////////////////////////////////////////////////
- //
- // LightDefinitionClass
- //
- //////////////////////////////////////////////////////////////////////////////////
- LightDefinitionClass::LightDefinitionClass (void)
- : m_CastsShadows (false),
- m_AmbientColor (0.7F, 0.7F, 0.7F),
- m_DiffuseColor (0.7F, 0.7F, 0.7F),
- m_SpecularColor (0.7F, 0.7F, 0.7F),
- m_Intensity (1.0F),
- m_FarRadiusInner (10.0F),
- m_FarRadiusOuter (20.0F),
- m_SpotDir (0, 0, 0),
- m_SpotAngle (0),
- m_SpotExp (0),
- m_LightType (LightClass::POINT),
- DefinitionClass ()
- {
- NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_BOOL, m_CastsShadows, "Casts Shadows");
- NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_COLOR, m_AmbientColor, "Ambient");
- NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_COLOR, m_DiffuseColor, "Diffuse");
- NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_COLOR, m_SpecularColor, "Specular");
- NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_FLOAT, m_FarRadiusInner, "Inner Radius");
- NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_FLOAT, m_FarRadiusOuter, "Outer Radius");
- FLOAT_EDITABLE_PARAM (LightDefinitionClass, m_Intensity, 0, 1.0F);
- ENUM_PARAM (LightDefinitionClass, m_LightType, ("Point", LightClass::POINT, "Directional", LightClass::DIRECTIONAL, "Spotlight", LightClass::SPOT, NULL));
- NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_ANGLE, m_SpotAngle, "Spot Angle");
- NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_FLOAT, m_SpotExp, "Spot Exponent");
- NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_VECTOR3, m_SpotDir, "Spot Direction");
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////////
- //
- // ~LightDefinitionClass
- //
- //////////////////////////////////////////////////////////////////////////////////
- LightDefinitionClass::~LightDefinitionClass (void)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////////
- //
- // operator=
- //
- //////////////////////////////////////////////////////////////////////////////////
- const LightDefinitionClass &
- LightDefinitionClass::operator= (const LightDefinitionClass &src)
- {
- m_CastsShadows = src.m_CastsShadows;
- m_AmbientColor = src.m_AmbientColor;
- m_DiffuseColor = src.m_DiffuseColor;
- m_SpecularColor = src.m_SpecularColor;
- m_Intensity = src.m_Intensity;
- m_FarRadiusInner = src.m_FarRadiusInner;
- m_FarRadiusOuter = src.m_FarRadiusOuter;
- m_LightType = src.m_LightType;
- return *this;
- }
- //////////////////////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- //////////////////////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- LightDefinitionClass::Get_Factory (void) const
- {
- return _LightPersistFactory;
- }
- //////////////////////////////////////////////////////////////////////////////////
- //
- // Save
- //
- //////////////////////////////////////////////////////////////////////////////////
- bool
- LightDefinitionClass::Save (ChunkSaveClass &csave)
- {
- bool retval = true;
- csave.Begin_Chunk (CHUNKID_VARIABLES);
- retval &= Save_Variables (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_BASE_CLASS);
- retval &= DefinitionClass::Save (csave);
- csave.End_Chunk ();
- return retval;
- }
- //////////////////////////////////////////////////////////////////////////////////
- //
- // Load
- //
- //////////////////////////////////////////////////////////////////////////////////
- bool
- LightDefinitionClass::Load (ChunkLoadClass &cload)
- {
- bool retval = true;
- while (cload.Open_Chunk ()) {
- switch (cload.Cur_Chunk_ID ()) {
-
- case CHUNKID_VARIABLES:
- retval &= Load_Variables (cload);
- break;
- case CHUNKID_BASE_CLASS:
- retval &= DefinitionClass::Load (cload);
- break;
- }
- cload.Close_Chunk ();
- }
- return retval;
- }
- //////////////////////////////////////////////////////////////////////////////////
- //
- // Save_Variables
- //
- //////////////////////////////////////////////////////////////////////////////////
- bool
- LightDefinitionClass::Save_Variables (ChunkSaveClass &csave)
- {
- bool retval = true;
- WRITE_MICRO_CHUNK (csave, VARID_CASTS_SHADOWS, m_CastsShadows)
- WRITE_MICRO_CHUNK (csave, VARID_AMBIENT_COLOR, m_AmbientColor)
- WRITE_MICRO_CHUNK (csave, VARID_DIFFUSE_COLOR, m_DiffuseColor)
- WRITE_MICRO_CHUNK (csave, VARID_SPECULAR_COLOR, m_SpecularColor)
- WRITE_MICRO_CHUNK (csave, VARID_INTENSITY, m_Intensity)
- WRITE_MICRO_CHUNK (csave, VARID_INNER_RADIUS, m_FarRadiusInner)
- WRITE_MICRO_CHUNK (csave, VARID_OUTER_RADIUS, m_FarRadiusOuter)
- WRITE_MICRO_CHUNK (csave, VARID_LIGHT_TYPE, m_LightType)
- WRITE_MICRO_CHUNK (csave, VARID_LIGHT_SPOT_ANGLE, m_SpotAngle)
- WRITE_MICRO_CHUNK (csave, VARID_LIGHT_SPOT_EXPONENT, m_SpotExp)
- WRITE_MICRO_CHUNK (csave, VARID_LIGHT_SPOT_DIRECTION, m_SpotDir)
- return retval;
- }
- //////////////////////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- //////////////////////////////////////////////////////////////////////////////////
- bool
- LightDefinitionClass::Load_Variables (ChunkLoadClass &cload)
- {
- bool retval = true;
- //
- // Loop through all the microchunks that define the variables
- //
- while (cload.Open_Micro_Chunk ()) {
- switch (cload.Cur_Micro_Chunk_ID ()) {
-
- READ_MICRO_CHUNK (cload, VARID_CASTS_SHADOWS, m_CastsShadows)
- READ_MICRO_CHUNK (cload, VARID_AMBIENT_COLOR, m_AmbientColor)
- READ_MICRO_CHUNK (cload, VARID_DIFFUSE_COLOR, m_DiffuseColor)
- READ_MICRO_CHUNK (cload, VARID_SPECULAR_COLOR, m_SpecularColor)
- READ_MICRO_CHUNK (cload, VARID_INTENSITY, m_Intensity)
- READ_MICRO_CHUNK (cload, VARID_INNER_RADIUS, m_FarRadiusInner)
- READ_MICRO_CHUNK (cload, VARID_OUTER_RADIUS, m_FarRadiusOuter)
- READ_MICRO_CHUNK (cload, VARID_LIGHT_TYPE, m_LightType)
- READ_MICRO_CHUNK (cload, VARID_LIGHT_SPOT_ANGLE, m_SpotAngle)
- READ_MICRO_CHUNK (cload, VARID_LIGHT_SPOT_EXPONENT, m_SpotExp)
- READ_MICRO_CHUNK (cload, VARID_LIGHT_SPOT_DIRECTION, m_SpotDir)
- }
- cload.Close_Micro_Chunk ();
- }
- return retval;
- }
- //////////////////////////////////////////////////////////////////////////////////
- //
- // Create
- //
- //////////////////////////////////////////////////////////////////////////////////
- PersistClass *
- LightDefinitionClass::Create (void) const
- {
- return new LightNodeClass ();
- }
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