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CnC_Renegade/Code/Tools/LevelEdit/LightAmbientForm.cpp

177 lines
4.3 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
// LightAmbientFormClass.cpp : implementation file
//
#include "Stdafx.H"
#include "LevelEdit.H"
#include "LightAmbientForm.H"
#include "Vector3.H"
#include "Utils.H"
#include "SceneEditor.H"
#include "rendobj.h"
#include "phys.h"
#include "colorpickerdialogclass.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// Forward declarations
/////////////////////////////////////////////////////////////////////////////
void ColorUpdateCallback (int red, int green, int blue, void *arg);
/////////////////////////////////////////////////////////////////////////////
//
// LightAmbientFormClass
//
/////////////////////////////////////////////////////////////////////////////
LightAmbientFormClass::LightAmbientFormClass()
: m_ColorForm (NULL),
DockableFormClass(LightAmbientFormClass::IDD)
{
//{{AFX_DATA_INIT(LightAmbientFormClass)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// ~LightAmbientFormClass
//
LightAmbientFormClass::~LightAmbientFormClass()
{
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// DoDataExchange
//
void
LightAmbientFormClass::DoDataExchange (CDataExchange* pDX)
{
DockableFormClass::DoDataExchange(pDX);
//{{AFX_DATA_MAP(LightAmbientFormClass)
//}}AFX_DATA_MAP
return ;
}
BEGIN_MESSAGE_MAP(LightAmbientFormClass, DockableFormClass)
//{{AFX_MSG_MAP(LightAmbientFormClass)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// LightAmbientFormClass diagnostics
#ifdef _DEBUG
void LightAmbientFormClass::AssertValid() const
{
DockableFormClass::AssertValid();
}
void LightAmbientFormClass::Dump(CDumpContext& dc) const
{
DockableFormClass::Dump(dc);
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
//
// HandleInitDialog
//
/////////////////////////////////////////////////////////////////////////////
void
LightAmbientFormClass::HandleInitDialog (void)
{
//
// Create the color picker
//
m_ColorForm = Create_Color_Picker_Form (m_hWnd, 0, 0, 0);
Set_Update_Callback (m_ColorForm, ColorUpdateCallback);
::ShowWindow (m_ColorForm, SW_SHOW);
Update_Settings ();
return ;
}
//////////////////////////////////////////////////////////////
//
// Update_Settings
//
//////////////////////////////////////////////////////////////
void
LightAmbientFormClass::Update_Settings (void)
{
//
// Get the current ambient light settings
//
Vector3 light_settings = ::Get_Scene_Editor()->Get_Ambient_Light ();
int red = light_settings.X * 255;
int green = light_settings.Y * 255;
int blue = light_settings.Z * 255;
//
// Pass these colors onto the form
//
Set_Form_Original_Color (m_ColorForm, red, green, blue);
Set_Form_Color (m_ColorForm, red, green, blue);
::Get_Scene_Editor ()->Update_Lighting ();
return ;
}
//////////////////////////////////////////////////////////////
//
// ColorUpdateCallback
//
//////////////////////////////////////////////////////////////
void
ColorUpdateCallback (int red, int green, int blue, void *arg)
{
//
// Convert the settings to a vector3
//
Vector3 light;
light.X = ((float)red) / 255;
light.Y = ((float)green) / 255;
light.Z = ((float)blue) / 255;
//
// Update the scene's abmient light
//
::Get_Scene_Editor()->Set_Ambient_Light (light);
::Get_Scene_Editor()->Update_Lighting ();
::Refresh_Main_View ();
return ;
}