Files
OpenSceneGraph/src/osgPlugins/lib3ds/light.cpp
2003-01-24 15:12:54 +00:00

430 lines
11 KiB
C++

/*
* The 3D Studio File Format Library
* Copyright (C) 1996-2001 by J.E. Hoffmann <je-h@gmx.net>
* All rights reserved.
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 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 Lesser General Public
* License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
* $Id$
*/
#define LIB3DS_EXPORT
#include "light.h"
#include "chunk.h"
#include "readwrite.h"
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "config.h"
#ifdef WITH_DMALLOC
#include <dmalloc.h>
#endif
/*!
* \defgroup light Lights
*
* \author J.E. Hoffmann <je-h@gmx.net>
*/
/*!
\typedef Lib3dsLight
\ingroup light
\sa _Lib3dsLight
*/
/*!
* \ingroup light
*/
Lib3dsLight*
lib3ds_light_new(const char *name)
{
Lib3dsLight *light;
ASSERT(name);
ASSERT(strlen(name)<64);
light=(Lib3dsLight*)calloc(sizeof(Lib3dsLight), 1);
if (!light) {
return(0);
}
strcpy(light->name, name);
return(light);
}
/*!
* \ingroup light
*/
void
lib3ds_light_free(Lib3dsLight *light)
{
memset(light, 0, sizeof(Lib3dsLight));
free(light);
}
/*!
* \ingroup light
*/
void
lib3ds_light_dump(Lib3dsLight *light)
{
ASSERT(light);
printf(" name: %s\n", light->name);
printf(" spot_light: %s\n", light->spot_light ? "yes" : "no");
printf(" see_cone: %s\n", light->see_cone ? "yes" : "no");
printf(" color: (%f, %f, %f)\n",
light->color[0], light->color[1], light->color[2]);
printf(" position (%f, %f, %f)\n",
light->position[0], light->position[1], light->position[2]);
printf(" spot (%f, %f, %f)\n",
light->spot[0], light->spot[1], light->spot[2]);
printf(" roll: %f\n", light->roll);
printf(" off: %s\n", light->off ? "yes" : "no");
printf(" outer_range: %f\n", light->outer_range);
printf(" inner_range: %f\n", light->inner_range);
printf(" multiplier: %f\n", light->multiplier);
printf(" attenuation: %f\n", light->attenuation);
printf(" rectangular_spot: %s\n", light->rectangular_spot ? "yes" : "no");
printf(" shadowed: %s\n", light->shadowed ? "yes" : "no");
printf(" shadow_bias: %f\n", light->shadow_bias);
printf(" shadow_filter: %f\n", light->shadow_filter);
printf(" shadow_size: %d\n", light->shadow_size);
printf(" spot_aspect: %f\n", light->spot_aspect);
printf(" use_projector: %s\n", light->use_projector ? "yes" : "no");
printf(" projector: %s\n", light->projector);
printf(" spot_overshoot: %i\n", static_cast<int>(light->spot_overshoot));
printf(" ray_shadows: %s\n", light->ray_shadows ? "yes" : "no");
printf(" ray_bias: %f\n", light->ray_bias);
printf(" hot_spot: %f\n", light->hot_spot);
printf(" fall_off: %f\n", light->fall_off);
printf("\n");
}
/*!
* \ingroup light
*/
static Lib3dsBool
spotlight_read(Lib3dsLight *light, FILE *f)
{
Lib3dsChunk c;
Lib3dsWord chunk;
int i;
if (!lib3ds_chunk_read_start(&c, LIB3DS_DL_SPOTLIGHT, f)) {
return(LIB3DS_FALSE);
}
light->spot_light=LIB3DS_TRUE;
for (i=0; i<3; ++i) {
light->spot[i]=lib3ds_float_read(f);
}
light->hot_spot = lib3ds_float_read(f);
light->fall_off = lib3ds_float_read(f);
lib3ds_chunk_read_tell(&c, f);
while ((chunk=lib3ds_chunk_read_next(&c, f))!=0) {
switch (chunk) {
case LIB3DS_DL_SPOT_ROLL:
{
light->roll=lib3ds_float_read(f);
}
break;
case LIB3DS_DL_SHADOWED:
{
light->shadowed=LIB3DS_TRUE;
}
break;
case LIB3DS_DL_LOCAL_SHADOW2:
{
light->shadow_bias=lib3ds_float_read(f);
light->shadow_filter=lib3ds_float_read(f);
light->shadow_size=lib3ds_intw_read(f);
}
break;
case LIB3DS_DL_SEE_CONE:
{
light->see_cone=LIB3DS_TRUE;
}
break;
case LIB3DS_DL_SPOT_RECTANGULAR:
{
light->rectangular_spot=LIB3DS_TRUE;
}
break;
case LIB3DS_DL_SPOT_ASPECT:
{
light->spot_aspect=lib3ds_float_read(f);
}
break;
case LIB3DS_DL_SPOT_PROJECTOR:
{
light->use_projector=LIB3DS_TRUE;
if (!lib3ds_string_read(light->projector, 64, f)) {
return(LIB3DS_FALSE);
}
}
case LIB3DS_DL_SPOT_OVERSHOOT:
{
light->spot_overshoot=LIB3DS_TRUE;
}
break;
case LIB3DS_DL_RAY_BIAS:
{
light->ray_bias=lib3ds_float_read(f);
}
break;
case LIB3DS_DL_RAYSHAD:
{
light->ray_shadows=LIB3DS_TRUE;
}
break;
default:
lib3ds_chunk_unknown(chunk);
}
}
lib3ds_chunk_read_end(&c, f);
return(LIB3DS_TRUE);
}
/*!
* \ingroup light
*/
Lib3dsBool
lib3ds_light_read(Lib3dsLight *light, FILE *f)
{
Lib3dsChunk c;
Lib3dsWord chunk;
if (!lib3ds_chunk_read_start(&c, LIB3DS_N_DIRECT_LIGHT, f)) {
return(LIB3DS_FALSE);
}
{
int i;
for (i=0; i<3; ++i) {
light->position[i]=lib3ds_float_read(f);
}
}
lib3ds_chunk_read_tell(&c, f);
while ((chunk=lib3ds_chunk_read_next(&c, f))!=0) {
switch (chunk) {
case LIB3DS_COLOR_F:
{
int i;
for (i=0; i<3; ++i) {
light->color[i]=lib3ds_float_read(f);
}
}
break;
case LIB3DS_DL_OFF:
{
light->off=LIB3DS_TRUE;
}
break;
case LIB3DS_DL_OUTER_RANGE:
{
light->outer_range=lib3ds_float_read(f);
}
break;
case LIB3DS_DL_INNER_RANGE:
{
light->inner_range=lib3ds_float_read(f);
}
break;
case LIB3DS_DL_MULTIPLIER:
{
light->multiplier=lib3ds_float_read(f);
}
break;
case LIB3DS_DL_EXCLUDE:
{
/* FIXME: */
lib3ds_chunk_unknown(chunk);
}
case LIB3DS_DL_ATTENUATE:
{
light->attenuation=lib3ds_float_read(f);
}
break;
case LIB3DS_DL_SPOTLIGHT:
{
lib3ds_chunk_read_reset(&c, f);
if (!spotlight_read(light, f)) {
return(LIB3DS_FALSE);
}
}
break;
default:
lib3ds_chunk_unknown(chunk);
}
}
lib3ds_chunk_read_end(&c, f);
return(LIB3DS_TRUE);
}
/*!
* \ingroup light
*/
Lib3dsBool
lib3ds_light_write(Lib3dsLight *light, FILE *f)
{
Lib3dsChunk c;
c.chunk=LIB3DS_N_DIRECT_LIGHT;
if (!lib3ds_chunk_write_start(&c,f)) {
return(LIB3DS_FALSE);
}
lib3ds_vector_write(light->position, f);
{ /*---- LIB3DS_COLOR_F ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_COLOR_F;
c.size=18;
lib3ds_chunk_write(&c, f);
lib3ds_rgb_write(light->color,f);
}
if (light->off) { /*---- LIB3DS_DL_OFF ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_OFF;
c.size=6;
lib3ds_chunk_write(&c, f);
}
{ /*---- LIB3DS_DL_OUTER_RANGE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_OUTER_RANGE;
c.size=10;
lib3ds_chunk_write(&c, f);
lib3ds_float_write(light->outer_range,f);
}
{ /*---- LIB3DS_DL_INNER_RANGE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_INNER_RANGE;
c.size=10;
lib3ds_chunk_write(&c, f);
lib3ds_float_write(light->inner_range,f);
}
{ /*---- LIB3DS_DL_MULTIPLIER ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_MULTIPLIER;
c.size=10;
lib3ds_chunk_write(&c, f);
lib3ds_float_write(light->multiplier, f);
}
if (light->attenuation) { /*---- LIB3DS_DL_ATTENUATE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_ATTENUATE;
c.size=6;
lib3ds_chunk_write(&c, f);
}
if (light->spot_light) {
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SPOTLIGHT;
if (!lib3ds_chunk_write_start(&c,f)) {
return(LIB3DS_FALSE);
}
lib3ds_vector_write(light->spot, f);
lib3ds_float_write(light->hot_spot, f);
lib3ds_float_write(light->fall_off, f);
{ /*---- LIB3DS_DL_SPOT_ROLL ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SPOT_ROLL;
c.size=10;
lib3ds_chunk_write(&c, f);
lib3ds_float_write(light->roll,f);
}
if (light->shadowed) { /*---- LIB3DS_DL_SHADOWED ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SHADOWED;
c.size=6;
lib3ds_chunk_write(&c, f);
}
if ((fabs(light->shadow_bias)>LIB3DS_EPSILON) ||
(fabs(light->shadow_filter)>LIB3DS_EPSILON) ||
(light->shadow_size!=0)) { /*---- LIB3DS_DL_LOCAL_SHADOW2 ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_LOCAL_SHADOW2;
c.size=16;
lib3ds_chunk_write(&c, f);
lib3ds_float_write(light->shadow_bias,f);
lib3ds_float_write(light->shadow_filter,f);
lib3ds_intw_write(light->shadow_size,f);
}
if (light->see_cone) { /*---- LIB3DS_DL_SEE_CONE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SEE_CONE;
c.size=6;
lib3ds_chunk_write(&c, f);
}
if (light->rectangular_spot) { /*---- LIB3DS_DL_SPOT_RECTANGULAR ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SPOT_RECTANGULAR;
c.size=6;
lib3ds_chunk_write(&c, f);
}
if (fabs(light->spot_aspect)>LIB3DS_EPSILON) { /*---- LIB3DS_DL_SPOT_ASPECT ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SPOT_ASPECT;
c.size=10;
lib3ds_chunk_write(&c, f);
lib3ds_float_write(light->spot_aspect,f);
}
if (light->use_projector) { /*---- LIB3DS_DL_SPOT_PROJECTOR ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SPOT_PROJECTOR;
c.size=10;
lib3ds_chunk_write(&c, f);
lib3ds_string_write(light->projector,f);
}
if (light->spot_overshoot) { /*---- LIB3DS_DL_SPOT_OVERSHOOT ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SPOT_OVERSHOOT;
c.size=6;
lib3ds_chunk_write(&c, f);
}
if (fabs(light->ray_bias)>LIB3DS_EPSILON) { /*---- LIB3DS_DL_RAY_BIAS ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_RAY_BIAS;
c.size=10;
lib3ds_chunk_write(&c, f);
lib3ds_float_write(light->ray_bias,f);
}
if (light->ray_shadows) { /*---- LIB3DS_DL_RAYSHAD ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_RAYSHAD;
c.size=6;
lib3ds_chunk_write(&c, f);
}
if (!lib3ds_chunk_write_end(&c,f)) {
return(LIB3DS_FALSE);
}
}
if (!lib3ds_chunk_write_end(&c,f)) {
return(LIB3DS_FALSE);
}
return(LIB3DS_TRUE);
}