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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/LightNode.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 2/14/02 5:14p $*
- * *
- * $Revision:: 21 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "lightnode.h"
- #include "sceneeditor.h"
- #include "lightdefinition.h"
- #include "filemgr.h"
- #include "_assetmgr.h"
- #include "editorassetmgr.h"
- #include "w3d_file.h"
- #include "cameramgr.h"
- #include "collisiongroups.h"
- #include "persistfactory.h"
- #include "editorchunkids.h"
- #include "preset.h"
- #include "light.h"
- #include "nodeinfopage.h"
- #include "positionpage.h"
- #include "preset.h"
- #include "editorpropsheet.h"
- #include "presetsettingstab.h"
- #include "nodemgr.h"
- #include "matinfo.h"
- #include "modelutils.h"
- //////////////////////////////////////////////////////////////////////////////
- // Persist factory
- //////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<LightNodeClass, CHUNKID_NODE_LIGHT> _LightNodePersistFactory;
- enum
- {
- CHUNKID_VARIABLES = 0x01040345,
- CHUNKID_BASE_CLASS,
- CHUNKID_INSTANCE_SETTINGS
- };
- enum
- {
- VARID_VIS_SECTOR_ID = 1,
- };
- //////////////////////////////////////////////////////////////////////////////
- //
- // LightNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- LightNodeClass::LightNodeClass (PresetClass *preset)
- : m_LightPhysObj (NULL),
- m_DisplayObj (NULL),
- m_UsePreset (true),
- m_Sphere (NULL),
- m_VisSectorID (0xFFFFFFFF),
- NodeClass (preset)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // LightNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- LightNodeClass::LightNodeClass (const LightNodeClass &src)
- : m_LightPhysObj (NULL),
- m_DisplayObj (NULL),
- m_UsePreset (true),
- m_Sphere (NULL),
- m_VisSectorID (0xFFFFFFFF),
- NodeClass (NULL)
- {
- *this = src;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~LightNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- LightNodeClass::~LightNodeClass (void)
- {
- Remove_From_Scene ();
- MEMBER_RELEASE (m_LightPhysObj);
- MEMBER_RELEASE (m_DisplayObj);
- MEMBER_RELEASE (m_Sphere);
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- // Note: This may be called more than once. It is used as an 'initialize'
- // and a 're-initialize'.
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- LightNodeClass::Initialize (void)
- {
- MEMBER_RELEASE (m_LightPhysObj);
- MEMBER_RELEASE (m_DisplayObj);
- //
- // Use the preset's settings (if desired)
- //
- if (m_UsePreset == true && m_Preset != NULL) {
- LightDefinitionClass *definition = static_cast<LightDefinitionClass *> (m_Preset->Get_Definition ());
- if (definition != NULL) {
- m_InstanceSettings = *definition;
- }
- }
- //
- // Create the light render-object this node depends on
- //
- LightClass *light_obj = new LightClass;
- m_LightPhysObj = new LightPhysClass(true);
- m_DisplayObj = new DecorationPhysClass;
-
- //
- // Configure the physics object with information about
- // its new render object and collision data.
- //
- m_LightPhysObj->Set_Model (light_obj);
- m_DisplayObj->Set_Model_By_Name ("POINTLIGHT");
- m_DisplayObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
- ::Set_Model_Collision_Type (m_DisplayObj->Peek_Model (), COLLISION_TYPE_6);
-
- m_LightPhysObj->Set_Transform (m_Transform);
- m_DisplayObj->Set_Transform (m_Transform);
- //
- // Make sure the light settings are correct
- //
- Update_Light ();
-
- // Release our hold on the light object pointer
- MEMBER_RELEASE (light_obj);
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- LightNodeClass::Get_Factory (void) const
- {
- return _LightNodePersistFactory;
- }
- /////////////////////////////////////////////////////////////////
- //
- // operator=
- //
- /////////////////////////////////////////////////////////////////
- const LightNodeClass &
- LightNodeClass::operator= (const LightNodeClass &src)
- {
- NodeClass::operator= (src);
- m_InstanceSettings = src.m_InstanceSettings;
- return *this;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Show_Settings_Dialog
- //
- /////////////////////////////////////////////////////////////////
- bool
- LightNodeClass::Show_Settings_Dialog (void)
- {
- NodeInfoPageClass info_tab (this);
- PositionPageClass pos_tab (this);
-
- //
- // Display the settings tab for instance overrides
- //
- PresetClass dummy_preset;
- dummy_preset.Set_Definition (&m_InstanceSettings);
- PresetSettingsTabClass settings_tab (&dummy_preset);
- //
- // Add each tab to the property sheet
- //
- EditorPropSheetClass prop_sheet;
- prop_sheet.Add_Page (&info_tab);
- prop_sheet.Add_Page (&pos_tab);
- prop_sheet.Add_Page (&settings_tab);
- // Show the property sheet
- UINT ret_code = prop_sheet.DoModal ();
- if (ret_code == IDOK) {
- Update_Light ();
- m_UsePreset = false;
- }
-
- // Return true if the user clicked OK
- return (ret_code == IDOK);
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Pre_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- LightNodeClass::Pre_Export (void)
- {
- //
- // Remove ourselves from the 'system' so we don't get accidentally
- // saved during the export.
- //
- Add_Ref ();
- if (m_DisplayObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Remove_Object (m_DisplayObj);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Post_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- LightNodeClass::Post_Export (void)
- {
- //
- // Put ourselves back into the system
- //
- if (m_DisplayObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Add_Dynamic_Object (m_DisplayObj);
- }
- Release_Ref ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Add_To_Scene
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- LightNodeClass::Add_To_Scene (void)
- {
- SceneEditorClass *scene = ::Get_Scene_Editor ();
- if ( m_LightPhysObj != NULL &&
- scene->Contains (m_LightPhysObj) == false) {
-
- //
- // Add the static light to the scene and the display object
- // the editor uses as a visual representation of the light
- //
- scene->Add_Static_Light (m_LightPhysObj);
- scene->Add_Dynamic_Object (m_DisplayObj);
- if (m_Sphere != NULL) {
- m_Sphere->Display_Around_Node (*this);
- }
- }
-
- m_IsInScene = true;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Remove_From_Scene
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- LightNodeClass::Remove_From_Scene (void)
- {
- SceneEditorClass *scene = ::Get_Scene_Editor ();
- if ( m_LightPhysObj != NULL &&
- scene->Contains (m_LightPhysObj)) {
-
- //
- // Remove the static light from the scene and the display object
- // the editor uses as a visual representation of the light
- //
- scene->Remove_Object (m_LightPhysObj);
- scene->Remove_Object (m_DisplayObj);
- if (m_Sphere != NULL) {
- m_Sphere->Remove_From_Scene ();
- }
- }
-
- m_IsInScene = false;
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save
- //
- /////////////////////////////////////////////////////////////////
- bool
- LightNodeClass::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk (CHUNKID_BASE_CLASS);
- NodeClass::Save (csave);
- csave.End_Chunk ();
- if (m_UsePreset == false) {
- csave.Begin_Chunk (CHUNKID_INSTANCE_SETTINGS);
- m_InstanceSettings.Save (csave);
- csave.End_Chunk ();
- }
- csave.Begin_Chunk (CHUNKID_VARIABLES);
- Save_Variables (csave);
- csave.End_Chunk ();
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Load
- //
- /////////////////////////////////////////////////////////////////
- bool
- LightNodeClass::Load (ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk ()) {
- switch (cload.Cur_Chunk_ID ()) {
- case CHUNKID_BASE_CLASS:
- NodeClass::Load (cload);
- break;
- case CHUNKID_VARIABLES:
- Load_Variables (cload);
- break;
-
- case CHUNKID_INSTANCE_SETTINGS:
- m_InstanceSettings.Load (cload);
- m_UsePreset = false;
- break;
- }
- cload.Close_Chunk ();
- }
- return true;
- }
- //////////////////////////////////////////////////////////////////////////////////
- //
- // Save_Variables
- //
- //////////////////////////////////////////////////////////////////////////////////
- bool
- LightNodeClass::Save_Variables (ChunkSaveClass &csave)
- {
- bool retval = true;
- WRITE_MICRO_CHUNK (csave, VARID_VIS_SECTOR_ID, m_VisSectorID)
- return retval;
- }
- //////////////////////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- //////////////////////////////////////////////////////////////////////////////////
- bool
- LightNodeClass::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_VIS_SECTOR_ID, m_VisSectorID)
- }
- cload.Close_Micro_Chunk ();
- }
- return retval;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Update_Light
- //
- /////////////////////////////////////////////////////////////////
- void
- LightNodeClass::Update_Light (void)
- {
- //
- // Do we have a light to setup?
- //
- if ( m_LightPhysObj != NULL &&
- m_LightPhysObj->Peek_Model () != NULL )
- {
- LightClass *light_obj = new LightClass (m_InstanceSettings.Get_Light_Type ());
- Vector3 ambient = m_InstanceSettings.Get_Ambient_Color ();
- Vector3 diffuse = m_InstanceSettings.Get_Diffuse_Color ();
- Vector3 specular = m_InstanceSettings.Get_Specular_Color ();
- float intensity = m_InstanceSettings.Get_Intensity ();
- double inner_radius = m_InstanceSettings.Get_Inner_Radius ();
- double outer_radius = m_InstanceSettings.Get_Outer_Radius ();
- float spot_angle = m_InstanceSettings.Get_Spot_Angle ();
- Vector3 spot_dir = m_InstanceSettings.Get_Spot_Direction ();
- float spot_exp = m_InstanceSettings.Get_Spot_Exponent ();
- bool casts_shadows = m_InstanceSettings.Does_Cast_Shadows ();
- //
- // Configure the light object
- //
- light_obj->Set_Flag (LightClass::NEAR_ATTENUATION, true);
- light_obj->Set_Flag (LightClass::FAR_ATTENUATION, true);
- light_obj->Set_Intensity (intensity);
- light_obj->Set_Ambient (ambient);
- light_obj->Set_Diffuse (diffuse);
- light_obj->Set_Specular (specular);
- light_obj->Set_Far_Attenuation_Range (inner_radius, outer_radius);
- light_obj->Set_Spot_Angle (spot_angle);
- light_obj->Set_Spot_Direction (spot_dir);
- light_obj->Set_Spot_Exponent (spot_exp);
- light_obj->Enable_Shadows (casts_shadows);
- //
- // Pass the new model onto the light physics object
- //
- m_LightPhysObj->Set_Model (light_obj);
- m_LightPhysObj->Set_Transform (m_Transform);
- m_LightPhysObj->Set_Vis_Sector_ID (m_VisSectorID);
- //
- // Loop through all the vertext materials in the display object
- // and make them match the light...
- //
- MaterialInfoClass *material_info = light_obj->Get_Material_Info ();
- if (material_info != NULL) {
-
- int counter = material_info->Vertex_Material_Count ();
- while (counter --) {
- VertexMaterialClass *vertex_mat = material_info->Peek_Vertex_Material (counter);
- if (vertex_mat != NULL) {
- vertex_mat->Set_Ambient (ambient);
- vertex_mat->Set_Emissive (ambient);
- vertex_mat->Set_Diffuse (diffuse);
- vertex_mat->Set_Specular (specular);
- }
- }
- MEMBER_RELEASE (material_info);
- }
- //
- // Update the sphere's settings
- //
- if (m_Sphere != NULL) {
- m_Sphere->Set_Radius (outer_radius);
- m_Sphere->Set_Color (ambient);
- }
- //
- // Release our hold on the light object
- //
- MEMBER_RELEASE (light_obj);
- }
- //
- // Make sure the attenuation spheres are correctly displayed
- //
- Show_Attenuation_Spheres (::Get_Scene_Editor ()->Are_Light_Spheres_Displayed ());
- ::Get_Scene_Editor ()->Update_Lighting ();
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Initialize_From_Light
- //
- /////////////////////////////////////////////////////////////////
- void
- LightNodeClass::Initialize_From_Light (LightClass *light)
- {
- m_UsePreset = false;
- //
- // Read the settings we care about from the light
- //
- Vector3 ambient_color (0, 0, 0);
- Vector3 diffuse_color (0, 0, 0);
- Vector3 specular_color (0, 0, 0);
- light->Get_Ambient (&ambient_color);
- light->Get_Diffuse (&diffuse_color);
- light->Get_Specular (&specular_color);
- double inner = 0;
- double outer = 0;
- light->Get_Far_Attenuation_Range (inner, outer);
- float intensity = light->Get_Intensity ();
- LightClass::LightType type = light->Get_Type ();
- float spot_angle = light->Get_Spot_Angle ();
- float spot_exp = light->Get_Spot_Exponent ();
- Vector3 spot_dir (0, 0, 0);
- light->Get_Spot_Direction (spot_dir);
- bool casts_shadows = light->Are_Shadows_Enabled ();
- //
- // Store the new settings
- //
- m_InstanceSettings.Set_Ambient_Color (ambient_color);
- m_InstanceSettings.Set_Diffuse_Color (diffuse_color);
- m_InstanceSettings.Set_Specular_Color (specular_color);
- m_InstanceSettings.Set_Intensity (intensity);
- m_InstanceSettings.Set_Inner_Radius (inner);
- m_InstanceSettings.Set_Outer_Radius (outer);
- m_InstanceSettings.Set_Light_Type (type);
- m_InstanceSettings.Set_Spot_Angle (spot_angle);
- m_InstanceSettings.Set_Spot_Direction (spot_dir);
- m_InstanceSettings.Set_Spot_Exponent (spot_exp);
- m_InstanceSettings.Casts_Shadows (casts_shadows);
- //
- // Update the light we use...
- //
- Update_Light ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Show_Attenuation_Spheres
- //
- //////////////////////////////////////////////////////////////////////
- void
- LightNodeClass::Show_Attenuation_Spheres (bool onoff)
- {
- if (onoff && m_Sphere == NULL) {
- m_Sphere = new AttenuationSphereClass;
- m_Sphere->Display_Around_Node (*this);
- m_Sphere->Set_Color (m_InstanceSettings.Get_Ambient_Color ());
- m_Sphere->Set_Radius (Get_Attenuation_Radius ());
- m_Sphere->Set_Opacity (0.25F);
- } else if (onoff == false && m_Sphere != NULL) {
- m_Sphere->Remove_From_Scene ();
- MEMBER_RELEASE (m_Sphere);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Peek_Light
- //
- //////////////////////////////////////////////////////////////////////
- LightClass *
- LightNodeClass::Peek_Light (void)
- {
- LightClass *light = NULL;
- //
- // Check to make sure we have a light objects
- //
- if ( m_LightPhysObj != NULL &&
- m_LightPhysObj->Peek_Model () != NULL )
- {
- //
- // Can we get at the light from its phys-wrapper?
- //
- RenderObjClass *model = m_LightPhysObj->Peek_Model ();
- if (model != NULL && model->Class_ID () == RenderObjClass::CLASSID_LIGHT) {
- light = (LightClass *)model;
- }
- }
- return light;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Set_Vis_Sector_ID
- //
- //////////////////////////////////////////////////////////////////////
- void
- LightNodeClass::Set_Vis_Sector_ID (uint32 vis_id)
- {
- m_VisSectorID = vis_id;
- //
- // Update the physics object as well
- //
- if (m_LightPhysObj != NULL) {
- m_LightPhysObj->Set_Vis_Sector_ID (m_VisSectorID);
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Update_Cached_Vis_IDs
- //
- /////////////////////////////////////////////////////////////////
- void
- LightNodeClass::Update_Cached_Vis_IDs (void)
- {
- if (m_LightPhysObj != NULL) {
- m_VisSectorID = m_LightPhysObj->Get_Vis_Sector_ID ();
- }
- return ;
- }
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