/* Copyright (C) 1996-2008 by Jan Eric Kyprianidis 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. Thisprogram 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, see . */ #include "lib3ds_impl.h" 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); } void lib3ds_light_free(Lib3dsLight *light) { memset(light, 0, sizeof(Lib3dsLight)); free(light); } static void spotlight_read(Lib3dsLight *light, Lib3dsIo *io) { Lib3dsChunk c; uint16_t chunk; int i; lib3ds_chunk_read_start(&c, CHK_DL_SPOTLIGHT, io); light->spot_light = TRUE; for (i = 0; i < 3; ++i) { light->target[i] = lib3ds_io_read_float(io); } light->hotspot = lib3ds_io_read_float(io); light->falloff = lib3ds_io_read_float(io); lib3ds_chunk_read_tell(&c, io); while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) { switch (chunk) { case CHK_DL_SPOT_ROLL: light->roll = lib3ds_io_read_float(io); break; case CHK_DL_SHADOWED: { light->shadowed = TRUE; break; } case CHK_DL_LOCAL_SHADOW2: { light->shadow_bias = lib3ds_io_read_float(io); light->shadow_filter = lib3ds_io_read_float(io); light->shadow_size = lib3ds_io_read_intw(io); break; } case CHK_DL_SEE_CONE: { light->see_cone = TRUE; break; } case CHK_DL_SPOT_RECTANGULAR: { light->rectangular_spot = TRUE; break; } case CHK_DL_SPOT_ASPECT: { light->spot_aspect = lib3ds_io_read_float(io); break; } case CHK_DL_SPOT_PROJECTOR: { light->use_projector = TRUE; lib3ds_io_read_string(io, light->projector, 64); break; } case CHK_DL_SPOT_OVERSHOOT: { light->spot_overshoot = TRUE; break; } case CHK_DL_RAY_BIAS: { light->ray_bias = lib3ds_io_read_float(io); break; } case CHK_DL_RAYSHAD: { light->ray_shadows = TRUE; break; } default: lib3ds_chunk_unknown(chunk, io); } } lib3ds_chunk_read_end(&c, io); } void lib3ds_light_read(Lib3dsLight *light, Lib3dsIo *io) { Lib3dsChunk c; uint16_t chunk; lib3ds_chunk_read_start(&c, CHK_N_DIRECT_LIGHT, io); { int i; for (i = 0; i < 3; ++i) { light->position[i] = lib3ds_io_read_float(io); } } lib3ds_chunk_read_tell(&c, io); while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) { switch (chunk) { case CHK_COLOR_F: { int i; for (i = 0; i < 3; ++i) { light->color[i] = lib3ds_io_read_float(io); } break; } case CHK_DL_OFF: light->off = TRUE; break; case CHK_DL_OUTER_RANGE: light->outer_range = lib3ds_io_read_float(io); break; case CHK_DL_INNER_RANGE: light->inner_range = lib3ds_io_read_float(io); break; case CHK_DL_MULTIPLIER: light->multiplier = lib3ds_io_read_float(io); break; case CHK_DL_EXCLUDE: { /* FIXME: */ lib3ds_chunk_unknown(chunk, io); break; } case CHK_DL_ATTENUATE: light->attenuation = lib3ds_io_read_float(io); break; case CHK_DL_SPOTLIGHT: { lib3ds_chunk_read_reset(&c, io); spotlight_read(light, io); break; } default: lib3ds_chunk_unknown(chunk, io); } } lib3ds_chunk_read_end(&c, io); } void lib3ds_light_write(Lib3dsLight *light, Lib3dsIo *io) { Lib3dsChunk c; c.chunk = CHK_N_DIRECT_LIGHT; lib3ds_chunk_write_start(&c, io); lib3ds_io_write_vector(io, light->position); { /*---- LIB3DS_COLOR_F ----*/ Lib3dsChunk c; c.chunk = CHK_COLOR_F; c.size = 18; lib3ds_chunk_write(&c, io); lib3ds_io_write_rgb(io, light->color); } if (light->off) { /*---- LIB3DS_DL_OFF ----*/ Lib3dsChunk c; c.chunk = CHK_DL_OFF; c.size = 6; lib3ds_chunk_write(&c, io); } { /*---- LIB3DS_DL_OUTER_RANGE ----*/ Lib3dsChunk c; c.chunk = CHK_DL_OUTER_RANGE; c.size = 10; lib3ds_chunk_write(&c, io); lib3ds_io_write_float(io, light->outer_range); } { /*---- LIB3DS_DL_INNER_RANGE ----*/ Lib3dsChunk c; c.chunk = CHK_DL_INNER_RANGE; c.size = 10; lib3ds_chunk_write(&c, io); lib3ds_io_write_float(io, light->inner_range); } { /*---- LIB3DS_DL_MULTIPLIER ----*/ Lib3dsChunk c; c.chunk = CHK_DL_MULTIPLIER; c.size = 10; lib3ds_chunk_write(&c, io); lib3ds_io_write_float(io, light->multiplier); } if (light->attenuation) { /*---- LIB3DS_DL_ATTENUATE ----*/ Lib3dsChunk c; c.chunk = CHK_DL_ATTENUATE; c.size = 6; lib3ds_chunk_write(&c, io); } if (light->spot_light) { Lib3dsChunk c; c.chunk = CHK_DL_SPOTLIGHT; lib3ds_chunk_write_start(&c, io); lib3ds_io_write_vector(io, light->target); lib3ds_io_write_float(io, light->hotspot); lib3ds_io_write_float(io, light->falloff); { /*---- LIB3DS_DL_SPOT_ROLL ----*/ Lib3dsChunk c; c.chunk = CHK_DL_SPOT_ROLL; c.size = 10; lib3ds_chunk_write(&c, io); lib3ds_io_write_float(io, light->roll); } if (light->shadowed) { /*---- LIB3DS_DL_SHADOWED ----*/ Lib3dsChunk c; c.chunk = CHK_DL_SHADOWED; c.size = 6; lib3ds_chunk_write(&c, io); } 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 = CHK_DL_LOCAL_SHADOW2; c.size = 16; lib3ds_chunk_write(&c, io); lib3ds_io_write_float(io, light->shadow_bias); lib3ds_io_write_float(io, light->shadow_filter); lib3ds_io_write_intw(io, (int16_t)light->shadow_size); } if (light->see_cone) { /*---- LIB3DS_DL_SEE_CONE ----*/ Lib3dsChunk c; c.chunk = CHK_DL_SEE_CONE; c.size = 6; lib3ds_chunk_write(&c, io); } if (light->rectangular_spot) { /*---- LIB3DS_DL_SPOT_RECTANGULAR ----*/ Lib3dsChunk c; c.chunk = CHK_DL_SPOT_RECTANGULAR; c.size = 6; lib3ds_chunk_write(&c, io); } if (fabs(light->spot_aspect) > LIB3DS_EPSILON) { /*---- LIB3DS_DL_SPOT_ASPECT ----*/ Lib3dsChunk c; c.chunk = CHK_DL_SPOT_ASPECT; c.size = 10; lib3ds_chunk_write(&c, io); lib3ds_io_write_float(io, light->spot_aspect); } if (light->use_projector) { /*---- LIB3DS_DL_SPOT_PROJECTOR ----*/ Lib3dsChunk c; c.chunk = CHK_DL_SPOT_PROJECTOR; c.size = 10; lib3ds_chunk_write(&c, io); lib3ds_io_write_string(io, light->projector); } if (light->spot_overshoot) { /*---- LIB3DS_DL_SPOT_OVERSHOOT ----*/ Lib3dsChunk c; c.chunk = CHK_DL_SPOT_OVERSHOOT; c.size = 6; lib3ds_chunk_write(&c, io); } if (fabs(light->ray_bias) > LIB3DS_EPSILON) { /*---- LIB3DS_DL_RAY_BIAS ----*/ Lib3dsChunk c; c.chunk = CHK_DL_RAY_BIAS; c.size = 10; lib3ds_chunk_write(&c, io); lib3ds_io_write_float(io, light->ray_bias); } if (light->ray_shadows) { /*---- LIB3DS_DL_RAYSHAD ----*/ Lib3dsChunk c; c.chunk = CHK_DL_RAYSHAD; c.size = 6; lib3ds_chunk_write(&c, io); } lib3ds_chunk_write_end(&c, io); } lib3ds_chunk_write_end(&c, io); }