Files
OpenSceneGraph/src/osgPlugins/3ds/light.cpp
Robert Osfield e8d9dd142d From Neil Hughes, converted across to use istream for reading data from file to enable reading .3ds files over http (use OSG's libcurl plugin).
From Robert Osfield, ammendments of the above to better support reading of files from local directories.
2009-04-22 15:46:24 +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, iostream *strm)
{
Lib3dsChunk c;
Lib3dsWord chunk;
int i;
if (!lib3ds_chunk_read_start(&c, LIB3DS_DL_SPOTLIGHT, strm)) {
return(LIB3DS_FALSE);
}
light->spot_light=LIB3DS_TRUE;
for (i=0; i<3; ++i) {
light->spot[i]=lib3ds_float_read(strm);
}
light->hot_spot = lib3ds_float_read(strm);
light->fall_off = lib3ds_float_read(strm);
lib3ds_chunk_read_tell(&c, strm);
while ((chunk=lib3ds_chunk_read_next(&c, strm))!=0) {
switch (chunk) {
case LIB3DS_DL_SPOT_ROLL:
{
light->roll=lib3ds_float_read(strm);
}
break;
case LIB3DS_DL_SHADOWED:
{
light->shadowed=LIB3DS_TRUE;
}
break;
case LIB3DS_DL_LOCAL_SHADOW2:
{
light->shadow_bias=lib3ds_float_read(strm);
light->shadow_filter=lib3ds_float_read(strm);
light->shadow_size=lib3ds_intw_read(strm);
}
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(strm);
}
break;
case LIB3DS_DL_SPOT_PROJECTOR:
{
light->use_projector=LIB3DS_TRUE;
if (!lib3ds_string_read(light->projector, 64, strm)) {
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(strm);
}
break;
case LIB3DS_DL_RAYSHAD:
{
light->ray_shadows=LIB3DS_TRUE;
}
break;
default:
lib3ds_chunk_unknown(chunk);
}
}
lib3ds_chunk_read_end(&c, strm);
return(LIB3DS_TRUE);
}
/*!
* \ingroup light
*/
Lib3dsBool
lib3ds_light_read(Lib3dsLight *light, iostream * strm)
{
Lib3dsChunk c;
Lib3dsWord chunk;
if (!lib3ds_chunk_read_start(&c, LIB3DS_N_DIRECT_LIGHT, strm)) {
return(LIB3DS_FALSE);
}
{
int i;
for (i=0; i<3; ++i) {
light->position[i]=lib3ds_float_read(strm);
}
}
lib3ds_chunk_read_tell(&c, strm);
while ((chunk=lib3ds_chunk_read_next(&c, strm))!=0) {
switch (chunk) {
case LIB3DS_COLOR_F:
{
int i;
for (i=0; i<3; ++i) {
light->color[i]=lib3ds_float_read(strm);
}
}
break;
case LIB3DS_DL_OFF:
{
light->off=LIB3DS_TRUE;
}
break;
case LIB3DS_DL_OUTER_RANGE:
{
light->outer_range=lib3ds_float_read(strm);
}
break;
case LIB3DS_DL_INNER_RANGE:
{
light->inner_range=lib3ds_float_read(strm);
}
break;
case LIB3DS_DL_MULTIPLIER:
{
light->multiplier=lib3ds_float_read(strm);
}
break;
case LIB3DS_DL_EXCLUDE:
{
/* FIXME: */
lib3ds_chunk_unknown(chunk);
}
case LIB3DS_DL_ATTENUATE:
{
light->attenuation=lib3ds_float_read(strm);
}
break;
case LIB3DS_DL_SPOTLIGHT:
{
lib3ds_chunk_read_reset(&c, strm);
if (!spotlight_read(light, strm)) {
return(LIB3DS_FALSE);
}
}
break;
default:
lib3ds_chunk_unknown(chunk);
}
}
lib3ds_chunk_read_end(&c, strm);
return(LIB3DS_TRUE);
}
/*!
* \ingroup light
*/
Lib3dsBool
lib3ds_light_write(Lib3dsLight *light, iostream *strm)
{
Lib3dsChunk c;
c.chunk=LIB3DS_N_DIRECT_LIGHT;
if (!lib3ds_chunk_write_start(&c,strm)) {
return(LIB3DS_FALSE);
}
lib3ds_vector_write(light->position, strm);
{ /*---- LIB3DS_COLOR_F ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_COLOR_F;
c.size=18;
lib3ds_chunk_write(&c, strm);
lib3ds_rgb_write(light->color,strm);
}
if (light->off) { /*---- LIB3DS_DL_OFF ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_OFF;
c.size=6;
lib3ds_chunk_write(&c, strm);
}
{ /*---- LIB3DS_DL_OUTER_RANGE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_OUTER_RANGE;
c.size=10;
lib3ds_chunk_write(&c, strm);
lib3ds_float_write(light->outer_range,strm);
}
{ /*---- LIB3DS_DL_INNER_RANGE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_INNER_RANGE;
c.size=10;
lib3ds_chunk_write(&c, strm);
lib3ds_float_write(light->inner_range,strm);
}
{ /*---- LIB3DS_DL_MULTIPLIER ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_MULTIPLIER;
c.size=10;
lib3ds_chunk_write(&c, strm);
lib3ds_float_write(light->multiplier, strm);
}
if (light->attenuation) { /*---- LIB3DS_DL_ATTENUATE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_ATTENUATE;
c.size=6;
lib3ds_chunk_write(&c, strm);
}
if (light->spot_light) {
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SPOTLIGHT;
if (!lib3ds_chunk_write_start(&c,strm)) {
return(LIB3DS_FALSE);
}
lib3ds_vector_write(light->spot, strm);
lib3ds_float_write(light->hot_spot, strm);
lib3ds_float_write(light->fall_off, strm);
{ /*---- LIB3DS_DL_SPOT_ROLL ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SPOT_ROLL;
c.size=10;
lib3ds_chunk_write(&c, strm);
lib3ds_float_write(light->roll,strm);
}
if (light->shadowed) { /*---- LIB3DS_DL_SHADOWED ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SHADOWED;
c.size=6;
lib3ds_chunk_write(&c, strm);
}
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, strm);
lib3ds_float_write(light->shadow_bias,strm);
lib3ds_float_write(light->shadow_filter,strm);
lib3ds_intw_write(light->shadow_size,strm);
}
if (light->see_cone) { /*---- LIB3DS_DL_SEE_CONE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SEE_CONE;
c.size=6;
lib3ds_chunk_write(&c, strm);
}
if (light->rectangular_spot) { /*---- LIB3DS_DL_SPOT_RECTANGULAR ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SPOT_RECTANGULAR;
c.size=6;
lib3ds_chunk_write(&c, strm);
}
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, strm);
lib3ds_float_write(light->spot_aspect,strm);
}
if (light->use_projector) { /*---- LIB3DS_DL_SPOT_PROJECTOR ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SPOT_PROJECTOR;
c.size=10;
lib3ds_chunk_write(&c, strm);
lib3ds_string_write(light->projector,strm);
}
if (light->spot_overshoot) { /*---- LIB3DS_DL_SPOT_OVERSHOOT ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_SPOT_OVERSHOOT;
c.size=6;
lib3ds_chunk_write(&c, strm);
}
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, strm);
lib3ds_float_write(light->ray_bias,strm);
}
if (light->ray_shadows) { /*---- LIB3DS_DL_RAYSHAD ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_DL_RAYSHAD;
c.size=6;
lib3ds_chunk_write(&c, strm);
}
if (!lib3ds_chunk_write_end(&c,strm)) {
return(LIB3DS_FALSE);
}
}
if (!lib3ds_chunk_write_end(&c,strm)) {
return(LIB3DS_FALSE);
}
return(LIB3DS_TRUE);
}