--- /dev/null
+/*
+ * 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: shadow.c,v 1.8 2001/07/07 19:05:30 jeh Exp $
+ */
+#define LIB3DS_EXPORT
+#include <lib3ds/shadow.h>
+#include <lib3ds/chunk.h>
+#include <lib3ds/io.h>
+#include <math.h>
+
+
+/*!
+ * \defgroup shadow Shadow Map Settings
+ *
+ * \author J.E. Hoffmann <je-h@gmx.net>
+ */
+
+
+/*!
+ * \ingroup shadow
+ */
+Lib3dsBool
+lib3ds_shadow_read(Lib3dsShadow *shadow, Lib3dsIo *io)
+{
+ Lib3dsChunk c;
+
+ if (!lib3ds_chunk_read(&c, io)) {
+ return(LIB3DS_FALSE);
+ }
+
+ switch (c.chunk) {
+ case LIB3DS_SHADOW_MAP_SIZE:
+ {
+ shadow->map_size=lib3ds_io_read_intw(io);
+ }
+ break;
+ case LIB3DS_LO_SHADOW_BIAS:
+ {
+ shadow->lo_bias=lib3ds_io_read_float(io);
+ }
+ break;
+ case LIB3DS_HI_SHADOW_BIAS:
+ {
+ shadow->hi_bias=lib3ds_io_read_float(io);
+ }
+ break;
+ case LIB3DS_SHADOW_SAMPLES:
+ {
+ shadow->samples=lib3ds_io_read_intw(io);
+ }
+ break;
+ case LIB3DS_SHADOW_RANGE:
+ {
+ shadow->range=lib3ds_io_read_intd(io);
+ }
+ break;
+ case LIB3DS_SHADOW_FILTER:
+ {
+ shadow->filter=lib3ds_io_read_float(io);
+ }
+ break;
+ case LIB3DS_RAY_BIAS:
+ {
+ shadow->ray_bias=lib3ds_io_read_float(io);
+ }
+ break;
+ }
+
+ return(LIB3DS_TRUE);
+}
+
+
+/*!
+ * \ingroup shadow
+ */
+Lib3dsBool
+lib3ds_shadow_write(Lib3dsShadow *shadow, Lib3dsIo *io)
+{
+ if (fabs(shadow->lo_bias)>LIB3DS_EPSILON) { /*---- LIB3DS_LO_SHADOW_BIAS ----*/
+ Lib3dsChunk c;
+ c.chunk=LIB3DS_LO_SHADOW_BIAS;
+ c.size=10;
+ lib3ds_chunk_write(&c,io);
+ lib3ds_io_write_float(io, shadow->lo_bias);
+ }
+
+ if (fabs(shadow->hi_bias)>LIB3DS_EPSILON) { /*---- LIB3DS_HI_SHADOW_BIAS ----*/
+ Lib3dsChunk c;
+ c.chunk=LIB3DS_HI_SHADOW_BIAS;
+ c.size=10;
+ lib3ds_chunk_write(&c,io);
+ lib3ds_io_write_float(io, shadow->hi_bias);
+ }
+
+ if (shadow->map_size) { /*---- LIB3DS_SHADOW_MAP_SIZE ----*/
+ Lib3dsChunk c;
+ c.chunk=LIB3DS_SHADOW_MAP_SIZE;
+ c.size=8;
+ lib3ds_chunk_write(&c,io);
+ lib3ds_io_write_intw(io, shadow->map_size);
+ }
+
+ if (shadow->samples) { /*---- LIB3DS_SHADOW_SAMPLES ----*/
+ Lib3dsChunk c;
+ c.chunk=LIB3DS_SHADOW_SAMPLES;
+ c.size=8;
+ lib3ds_chunk_write(&c,io);
+ lib3ds_io_write_intw(io, shadow->samples);
+ }
+
+ if (shadow->range) { /*---- LIB3DS_SHADOW_RANGE ----*/
+ Lib3dsChunk c;
+ c.chunk=LIB3DS_SHADOW_RANGE;
+ c.size=10;
+ lib3ds_chunk_write(&c,io);
+ lib3ds_io_write_intd(io, shadow->range);
+ }
+
+ if (fabs(shadow->filter)>LIB3DS_EPSILON) { /*---- LIB3DS_SHADOW_FILTER ----*/
+ Lib3dsChunk c;
+ c.chunk=LIB3DS_SHADOW_FILTER;
+ c.size=10;
+ lib3ds_chunk_write(&c,io);
+ lib3ds_io_write_float(io, shadow->filter);
+ }
+ if (fabs(shadow->ray_bias)>LIB3DS_EPSILON) { /*---- LIB3DS_RAY_BIAS ----*/
+ Lib3dsChunk c;
+ c.chunk=LIB3DS_RAY_BIAS;
+ c.size=10;
+ lib3ds_chunk_write(&c,io);
+ lib3ds_io_write_float(io, shadow->ray_bias);
+ }
+ return(LIB3DS_TRUE);
+}
+
+
+/*!
+
+\typedef Lib3dsShadow
+ \ingroup shadow
+ \sa _Lib3dsShadow
+
+*/