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| 18 | #include "lib3ds_impl.h" |
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| 19 | |
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| 20 | |
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| 21 | Lib3dsLight* |
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| 22 | lib3ds_light_new(const char *name) { |
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| 23 | Lib3dsLight *light; |
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| 24 | |
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| 25 | assert(name); |
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| 26 | assert(strlen(name) < 64); |
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| 27 | |
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| 28 | light = (Lib3dsLight*)calloc(sizeof(Lib3dsLight), 1); |
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| 29 | if (!light) { |
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| 30 | return(0); |
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| 31 | } |
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| 32 | strcpy(light->name, name); |
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| 33 | return(light); |
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| 34 | } |
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| 35 | |
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| 36 | |
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| 37 | void |
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| 38 | lib3ds_light_free(Lib3dsLight *light) { |
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| 39 | memset(light, 0, sizeof(Lib3dsLight)); |
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| 40 | free(light); |
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| 41 | } |
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| 42 | |
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| 43 | |
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| 44 | static void |
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| 45 | spotlight_read(Lib3dsLight *light, Lib3dsIo *io) { |
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| 46 | Lib3dsChunk c; |
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| 47 | uint16_t chunk; |
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| 48 | int i; |
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| 49 | |
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| 50 | lib3ds_chunk_read_start(&c, CHK_DL_SPOTLIGHT, io); |
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| 51 | |
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| 52 | light->spot_light = TRUE; |
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| 53 | for (i = 0; i < 3; ++i) { |
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| 54 | light->target[i] = lib3ds_io_read_float(io); |
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| 55 | } |
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| 56 | light->hotspot = lib3ds_io_read_float(io); |
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| 57 | light->falloff = lib3ds_io_read_float(io); |
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| 58 | lib3ds_chunk_read_tell(&c, io); |
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| 59 | |
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| 60 | while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) { |
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| 61 | switch (chunk) { |
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| 62 | case CHK_DL_SPOT_ROLL: |
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| 63 | light->roll = lib3ds_io_read_float(io); |
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| 64 | break; |
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| 65 | |
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| 66 | case CHK_DL_SHADOWED: { |
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| 67 | light->shadowed = TRUE; |
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| 68 | break; |
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| 69 | } |
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| 70 | |
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| 71 | case CHK_DL_LOCAL_SHADOW2: { |
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| 72 | light->shadow_bias = lib3ds_io_read_float(io); |
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| 73 | light->shadow_filter = lib3ds_io_read_float(io); |
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| 74 | light->shadow_size = lib3ds_io_read_intw(io); |
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| 75 | break; |
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| 76 | } |
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| 77 | |
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| 78 | case CHK_DL_SEE_CONE: { |
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| 79 | light->see_cone = TRUE; |
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| 80 | break; |
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| 81 | } |
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| 82 | |
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| 83 | case CHK_DL_SPOT_RECTANGULAR: { |
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| 84 | light->rectangular_spot = TRUE; |
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| 85 | break; |
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| 86 | } |
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| 87 | |
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| 88 | case CHK_DL_SPOT_ASPECT: { |
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| 89 | light->spot_aspect = lib3ds_io_read_float(io); |
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| 90 | break; |
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| 91 | } |
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| 92 | |
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| 93 | case CHK_DL_SPOT_PROJECTOR: { |
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| 94 | light->use_projector = TRUE; |
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| 95 | lib3ds_io_read_string(io, light->projector, 64); |
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| 96 | break; |
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| 97 | } |
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| 98 | |
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| 99 | case CHK_DL_SPOT_OVERSHOOT: { |
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| 100 | light->spot_overshoot = TRUE; |
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| 101 | break; |
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| 102 | } |
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| 103 | |
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| 104 | case CHK_DL_RAY_BIAS: { |
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| 105 | light->ray_bias = lib3ds_io_read_float(io); |
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| 106 | break; |
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| 107 | } |
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| 108 | |
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| 109 | case CHK_DL_RAYSHAD: { |
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| 110 | light->ray_shadows = TRUE; |
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| 111 | break; |
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| 112 | } |
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| 113 | |
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| 114 | default: |
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| 115 | lib3ds_chunk_unknown(chunk, io); |
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| 116 | } |
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| 117 | } |
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| 118 | |
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| 119 | lib3ds_chunk_read_end(&c, io); |
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| 120 | } |
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| 121 | |
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| 122 | |
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| 123 | void |
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| 124 | lib3ds_light_read(Lib3dsLight *light, Lib3dsIo *io) { |
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| 125 | Lib3dsChunk c; |
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| 126 | uint16_t chunk; |
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| 127 | |
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| 128 | lib3ds_chunk_read_start(&c, CHK_N_DIRECT_LIGHT, io); |
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| 129 | |
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| 130 | { |
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| 131 | int i; |
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| 132 | for (i = 0; i < 3; ++i) { |
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| 133 | light->position[i] = lib3ds_io_read_float(io); |
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| 134 | } |
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| 135 | } |
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| 136 | lib3ds_chunk_read_tell(&c, io); |
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| 137 | |
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| 138 | while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) { |
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| 139 | switch (chunk) { |
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| 140 | case CHK_COLOR_F: { |
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| 141 | int i; |
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| 142 | for (i = 0; i < 3; ++i) { |
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| 143 | light->color[i] = lib3ds_io_read_float(io); |
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| 144 | } |
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| 145 | break; |
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| 146 | } |
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| 147 | |
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| 148 | case CHK_DL_OFF: |
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| 149 | light->off = TRUE; |
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| 150 | break; |
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| 151 | |
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| 152 | case CHK_DL_OUTER_RANGE: |
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| 153 | light->outer_range = lib3ds_io_read_float(io); |
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| 154 | break; |
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| 155 | |
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| 156 | case CHK_DL_INNER_RANGE: |
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| 157 | light->inner_range = lib3ds_io_read_float(io); |
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| 158 | break; |
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| 159 | |
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| 160 | case CHK_DL_MULTIPLIER: |
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| 161 | light->multiplier = lib3ds_io_read_float(io); |
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| 162 | break; |
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| 163 | |
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| 164 | case CHK_DL_EXCLUDE: { |
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| 165 | |
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| 166 | lib3ds_chunk_unknown(chunk, io); |
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| 167 | break; |
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| 168 | } |
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| 169 | |
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| 170 | case CHK_DL_ATTENUATE: |
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| 171 | light->attenuation = lib3ds_io_read_float(io); |
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| 172 | break; |
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| 173 | |
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| 174 | case CHK_DL_SPOTLIGHT: { |
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| 175 | lib3ds_chunk_read_reset(&c, io); |
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| 176 | spotlight_read(light, io); |
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| 177 | break; |
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| 178 | } |
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| 179 | |
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| 180 | default: |
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| 181 | lib3ds_chunk_unknown(chunk, io); |
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| 182 | } |
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| 183 | } |
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| 184 | |
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| 185 | lib3ds_chunk_read_end(&c, io); |
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| 186 | } |
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| 187 | |
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| 188 | |
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| 189 | void |
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| 190 | lib3ds_light_write(Lib3dsLight *light, Lib3dsIo *io) { |
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| 191 | Lib3dsChunk c; |
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| 192 | |
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| 193 | c.chunk = CHK_N_DIRECT_LIGHT; |
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| 194 | lib3ds_chunk_write_start(&c, io); |
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| 195 | |
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| 196 | lib3ds_io_write_vector(io, light->position); |
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| 197 | { |
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| 198 | Lib3dsChunk c; |
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| 199 | c.chunk = CHK_COLOR_F; |
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| 200 | c.size = 18; |
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| 201 | lib3ds_chunk_write(&c, io); |
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| 202 | lib3ds_io_write_rgb(io, light->color); |
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| 203 | } |
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| 204 | if (light->off) { |
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| 205 | Lib3dsChunk c; |
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| 206 | c.chunk = CHK_DL_OFF; |
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| 207 | c.size = 6; |
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| 208 | lib3ds_chunk_write(&c, io); |
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| 209 | } |
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| 210 | { |
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| 211 | Lib3dsChunk c; |
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| 212 | c.chunk = CHK_DL_OUTER_RANGE; |
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| 213 | c.size = 10; |
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| 214 | lib3ds_chunk_write(&c, io); |
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| 215 | lib3ds_io_write_float(io, light->outer_range); |
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| 216 | } |
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| 217 | { |
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| 218 | Lib3dsChunk c; |
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| 219 | c.chunk = CHK_DL_INNER_RANGE; |
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| 220 | c.size = 10; |
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| 221 | lib3ds_chunk_write(&c, io); |
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| 222 | lib3ds_io_write_float(io, light->inner_range); |
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| 223 | } |
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| 224 | { |
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| 225 | Lib3dsChunk c; |
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| 226 | c.chunk = CHK_DL_MULTIPLIER; |
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| 227 | c.size = 10; |
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| 228 | lib3ds_chunk_write(&c, io); |
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| 229 | lib3ds_io_write_float(io, light->multiplier); |
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| 230 | } |
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| 231 | if (light->attenuation) { |
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| 232 | Lib3dsChunk c; |
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| 233 | c.chunk = CHK_DL_ATTENUATE; |
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| 234 | c.size = 6; |
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| 235 | lib3ds_chunk_write(&c, io); |
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| 236 | } |
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| 237 | |
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| 238 | if (light->spot_light) { |
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| 239 | Lib3dsChunk c; |
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| 240 | |
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| 241 | c.chunk = CHK_DL_SPOTLIGHT; |
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| 242 | lib3ds_chunk_write_start(&c, io); |
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| 243 | |
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| 244 | lib3ds_io_write_vector(io, light->target); |
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| 245 | lib3ds_io_write_float(io, light->hotspot); |
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| 246 | lib3ds_io_write_float(io, light->falloff); |
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| 247 | |
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| 248 | { |
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| 249 | Lib3dsChunk c; |
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| 250 | c.chunk = CHK_DL_SPOT_ROLL; |
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| 251 | c.size = 10; |
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| 252 | lib3ds_chunk_write(&c, io); |
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| 253 | lib3ds_io_write_float(io, light->roll); |
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| 254 | } |
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| 255 | if (light->shadowed) { |
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| 256 | Lib3dsChunk c; |
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| 257 | c.chunk = CHK_DL_SHADOWED; |
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| 258 | c.size = 6; |
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| 259 | lib3ds_chunk_write(&c, io); |
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| 260 | } |
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| 261 | if ((fabs(light->shadow_bias) > LIB3DS_EPSILON) || |
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| 262 | (fabs(light->shadow_filter) > LIB3DS_EPSILON) || |
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| 263 | (light->shadow_size != 0)) { |
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| 264 | Lib3dsChunk c; |
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| 265 | c.chunk = CHK_DL_LOCAL_SHADOW2; |
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| 266 | c.size = 16; |
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| 267 | lib3ds_chunk_write(&c, io); |
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| 268 | lib3ds_io_write_float(io, light->shadow_bias); |
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| 269 | lib3ds_io_write_float(io, light->shadow_filter); |
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| 270 | lib3ds_io_write_intw(io, (int16_t)light->shadow_size); |
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| 271 | } |
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| 272 | if (light->see_cone) { |
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| 273 | Lib3dsChunk c; |
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| 274 | c.chunk = CHK_DL_SEE_CONE; |
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| 275 | c.size = 6; |
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| 276 | lib3ds_chunk_write(&c, io); |
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| 277 | } |
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| 278 | if (light->rectangular_spot) { |
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| 279 | Lib3dsChunk c; |
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| 280 | c.chunk = CHK_DL_SPOT_RECTANGULAR; |
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| 281 | c.size = 6; |
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| 282 | lib3ds_chunk_write(&c, io); |
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| 283 | } |
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| 284 | if (fabs(light->spot_aspect) > LIB3DS_EPSILON) { |
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| 285 | Lib3dsChunk c; |
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| 286 | c.chunk = CHK_DL_SPOT_ASPECT; |
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| 287 | c.size = 10; |
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| 288 | lib3ds_chunk_write(&c, io); |
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| 289 | lib3ds_io_write_float(io, light->spot_aspect); |
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| 290 | } |
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| 291 | if (light->use_projector) { |
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| 292 | Lib3dsChunk c; |
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| 293 | c.chunk = CHK_DL_SPOT_PROJECTOR; |
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| 294 | c.size = 10; |
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| 295 | lib3ds_chunk_write(&c, io); |
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| 296 | lib3ds_io_write_string(io, light->projector); |
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| 297 | } |
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| 298 | if (light->spot_overshoot) { |
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| 299 | Lib3dsChunk c; |
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| 300 | c.chunk = CHK_DL_SPOT_OVERSHOOT; |
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| 301 | c.size = 6; |
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| 302 | lib3ds_chunk_write(&c, io); |
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| 303 | } |
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| 304 | if (fabs(light->ray_bias) > LIB3DS_EPSILON) { |
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| 305 | Lib3dsChunk c; |
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| 306 | c.chunk = CHK_DL_RAY_BIAS; |
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| 307 | c.size = 10; |
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| 308 | lib3ds_chunk_write(&c, io); |
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| 309 | lib3ds_io_write_float(io, light->ray_bias); |
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| 310 | } |
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| 311 | if (light->ray_shadows) { |
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| 312 | Lib3dsChunk c; |
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| 313 | c.chunk = CHK_DL_RAYSHAD; |
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| 314 | c.size = 6; |
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| 315 | lib3ds_chunk_write(&c, io); |
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| 316 | } |
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| 317 | lib3ds_chunk_write_end(&c, io); |
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| 318 | } |
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| 319 | |
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| 320 | lib3ds_chunk_write_end(&c, io); |
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| 321 | } |
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| 322 | |
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