/*
** 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 .
*/
/***********************************************************************************************
*** 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/LightDefinition.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 4/20/00 2:09p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "lightdefinition.h"
#include "simpledefinitionfactory.h"
#include "definitionclassids.h"
#include "definitionmgr.h"
#include "persistfactory.h"
#include "editorchunkids.h"
#include "lightnode.h"
//////////////////////////////////////////////////////////////////////////////////
// Constants
//////////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x00000100,
CHUNKID_BASE_CLASS = 0x00000200,
};
enum
{
VARID_CASTS_SHADOWS = 0x01,
VARID_AMBIENT_COLOR,
VARID_DIFFUSE_COLOR,
VARID_SPECULAR_COLOR,
VARID_INTENSITY,
VARID_INNER_RADIUS,
VARID_OUTER_RADIUS,
VARID_LIGHT_TYPE,
VARID_LIGHT_SPOT_ANGLE,
VARID_LIGHT_SPOT_EXPONENT,
VARID_LIGHT_SPOT_DIRECTION,
};
//////////////////////////////////////////////////////////////////////////////////
//
// Static factories
//
//////////////////////////////////////////////////////////////////////////////////
DECLARE_DEFINITION_FACTORY(LightDefinitionClass, CLASSID_LIGHT, "Light") _LightDefFactory;
SimplePersistFactoryClass _LightPersistFactory;
//////////////////////////////////////////////////////////////////////////////////
//
// LightDefinitionClass
//
//////////////////////////////////////////////////////////////////////////////////
LightDefinitionClass::LightDefinitionClass (void)
: m_CastsShadows (false),
m_AmbientColor (0.7F, 0.7F, 0.7F),
m_DiffuseColor (0.7F, 0.7F, 0.7F),
m_SpecularColor (0.7F, 0.7F, 0.7F),
m_Intensity (1.0F),
m_FarRadiusInner (10.0F),
m_FarRadiusOuter (20.0F),
m_SpotDir (0, 0, 0),
m_SpotAngle (0),
m_SpotExp (0),
m_LightType (LightClass::POINT),
DefinitionClass ()
{
NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_BOOL, m_CastsShadows, "Casts Shadows");
NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_COLOR, m_AmbientColor, "Ambient");
NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_COLOR, m_DiffuseColor, "Diffuse");
NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_COLOR, m_SpecularColor, "Specular");
NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_FLOAT, m_FarRadiusInner, "Inner Radius");
NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_FLOAT, m_FarRadiusOuter, "Outer Radius");
FLOAT_EDITABLE_PARAM (LightDefinitionClass, m_Intensity, 0, 1.0F);
ENUM_PARAM (LightDefinitionClass, m_LightType, ("Point", LightClass::POINT, "Directional", LightClass::DIRECTIONAL, "Spotlight", LightClass::SPOT, NULL));
NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_ANGLE, m_SpotAngle, "Spot Angle");
NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_FLOAT, m_SpotExp, "Spot Exponent");
NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_VECTOR3, m_SpotDir, "Spot Direction");
return ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// ~LightDefinitionClass
//
//////////////////////////////////////////////////////////////////////////////////
LightDefinitionClass::~LightDefinitionClass (void)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// operator=
//
//////////////////////////////////////////////////////////////////////////////////
const LightDefinitionClass &
LightDefinitionClass::operator= (const LightDefinitionClass &src)
{
m_CastsShadows = src.m_CastsShadows;
m_AmbientColor = src.m_AmbientColor;
m_DiffuseColor = src.m_DiffuseColor;
m_SpecularColor = src.m_SpecularColor;
m_Intensity = src.m_Intensity;
m_FarRadiusInner = src.m_FarRadiusInner;
m_FarRadiusOuter = src.m_FarRadiusOuter;
m_LightType = src.m_LightType;
return *this;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
//////////////////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
LightDefinitionClass::Get_Factory (void) const
{
return _LightPersistFactory;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Save
//
//////////////////////////////////////////////////////////////////////////////////
bool
LightDefinitionClass::Save (ChunkSaveClass &csave)
{
bool retval = true;
csave.Begin_Chunk (CHUNKID_VARIABLES);
retval &= Save_Variables (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
retval &= DefinitionClass::Save (csave);
csave.End_Chunk ();
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Load
//
//////////////////////////////////////////////////////////////////////////////////
bool
LightDefinitionClass::Load (ChunkLoadClass &cload)
{
bool retval = true;
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_VARIABLES:
retval &= Load_Variables (cload);
break;
case CHUNKID_BASE_CLASS:
retval &= DefinitionClass::Load (cload);
break;
}
cload.Close_Chunk ();
}
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Save_Variables
//
//////////////////////////////////////////////////////////////////////////////////
bool
LightDefinitionClass::Save_Variables (ChunkSaveClass &csave)
{
bool retval = true;
WRITE_MICRO_CHUNK (csave, VARID_CASTS_SHADOWS, m_CastsShadows)
WRITE_MICRO_CHUNK (csave, VARID_AMBIENT_COLOR, m_AmbientColor)
WRITE_MICRO_CHUNK (csave, VARID_DIFFUSE_COLOR, m_DiffuseColor)
WRITE_MICRO_CHUNK (csave, VARID_SPECULAR_COLOR, m_SpecularColor)
WRITE_MICRO_CHUNK (csave, VARID_INTENSITY, m_Intensity)
WRITE_MICRO_CHUNK (csave, VARID_INNER_RADIUS, m_FarRadiusInner)
WRITE_MICRO_CHUNK (csave, VARID_OUTER_RADIUS, m_FarRadiusOuter)
WRITE_MICRO_CHUNK (csave, VARID_LIGHT_TYPE, m_LightType)
WRITE_MICRO_CHUNK (csave, VARID_LIGHT_SPOT_ANGLE, m_SpotAngle)
WRITE_MICRO_CHUNK (csave, VARID_LIGHT_SPOT_EXPONENT, m_SpotExp)
WRITE_MICRO_CHUNK (csave, VARID_LIGHT_SPOT_DIRECTION, m_SpotDir)
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
//////////////////////////////////////////////////////////////////////////////////
bool
LightDefinitionClass::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_CASTS_SHADOWS, m_CastsShadows)
READ_MICRO_CHUNK (cload, VARID_AMBIENT_COLOR, m_AmbientColor)
READ_MICRO_CHUNK (cload, VARID_DIFFUSE_COLOR, m_DiffuseColor)
READ_MICRO_CHUNK (cload, VARID_SPECULAR_COLOR, m_SpecularColor)
READ_MICRO_CHUNK (cload, VARID_INTENSITY, m_Intensity)
READ_MICRO_CHUNK (cload, VARID_INNER_RADIUS, m_FarRadiusInner)
READ_MICRO_CHUNK (cload, VARID_OUTER_RADIUS, m_FarRadiusOuter)
READ_MICRO_CHUNK (cload, VARID_LIGHT_TYPE, m_LightType)
READ_MICRO_CHUNK (cload, VARID_LIGHT_SPOT_ANGLE, m_SpotAngle)
READ_MICRO_CHUNK (cload, VARID_LIGHT_SPOT_EXPONENT, m_SpotExp)
READ_MICRO_CHUNK (cload, VARID_LIGHT_SPOT_DIRECTION, m_SpotDir)
}
cload.Close_Micro_Chunk ();
}
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Create
//
//////////////////////////////////////////////////////////////////////////////////
PersistClass *
LightDefinitionClass::Create (void) const
{
return new LightNodeClass ();
}