+++ /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: light.c,v 1.10 2001/07/11 13:47:35 jeh Exp $
- */
-#define LIB3DS_EXPORT
-#include <lib3ds/light.h>
-#include <lib3ds/chunk.h>
-#include <lib3ds/io.h>
-#include <stdlib.h>
-#include <math.h>
-#include <string.h>
-#ifdef WITH_DMALLOC
-#include <dmalloc.h>
-#endif
-
-
-/*!
- * \defgroup light Lights
- *
- * \author J.E. Hoffmann <je-h@gmx.net>
- */
-/*!
-
-\typedef Lib3dsLight
- \ingroup light
- \sa _Lib3dsLight
-
-*/
-
-
-
-/*!
- * \ingroup light
- */
-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);
-}
-
-
-/*!
- * \ingroup light
- */
-void
-lib3ds_light_free(Lib3dsLight *light)
-{
- memset(light, 0, sizeof(Lib3dsLight));
- free(light);
-}
-
-
-/*!
- * \ingroup light
- */
-void
-lib3ds_light_dump(Lib3dsLight *light)
-{
- ASSERT(light);
- printf(" name: %s\n", light->name);
- printf(" spot_light: %s\n", light->spot_light ? "yes" : "no");
- printf(" see_cone: %s\n", light->see_cone ? "yes" : "no");
- printf(" color: (%f, %f, %f)\n",
- light->color[0], light->color[1], light->color[2]);
- printf(" position (%f, %f, %f)\n",
- light->position[0], light->position[1], light->position[2]);
- printf(" spot (%f, %f, %f)\n",
- light->spot[0], light->spot[1], light->spot[2]);
- printf(" roll: %f\n", light->roll);
- printf(" off: %s\n", light->off ? "yes" : "no");
- printf(" outer_range: %f\n", light->outer_range);
- printf(" inner_range: %f\n", light->inner_range);
- printf(" multiplier: %f\n", light->multiplier);
- printf(" attenuation: %f\n", light->attenuation);
- printf(" rectangular_spot: %s\n", light->rectangular_spot ? "yes" : "no");
- printf(" shadowed: %s\n", light->shadowed ? "yes" : "no");
- printf(" shadow_bias: %f\n", light->shadow_bias);
- printf(" shadow_filter: %f\n", light->shadow_filter);
- printf(" shadow_size: %d\n", light->shadow_size);
- printf(" spot_aspect: %f\n", light->spot_aspect);
- printf(" use_projector: %s\n", light->use_projector ? "yes" : "no");
- printf(" projector: %s\n", light->projector);
- printf(" spot_overshoot: %d\n", (int)light->spot_overshoot);
- printf(" ray_shadows: %s\n", light->ray_shadows ? "yes" : "no");
- printf(" ray_bias: %f\n", light->ray_bias);
- printf(" hot_spot: %f\n", light->hot_spot);
- printf(" fall_off: %f\n", light->fall_off);
- printf("\n");
-}
-
-
-/*!
- * \ingroup light
- */
-static Lib3dsBool
-spotlight_read(Lib3dsLight *light, Lib3dsIo *io)
-{
- Lib3dsChunk c;
- Lib3dsWord chunk;
- int i;
-
- if (!lib3ds_chunk_read_start(&c, LIB3DS_DL_SPOTLIGHT, io)) {
- return(LIB3DS_FALSE);
- }
- light->spot_light=LIB3DS_TRUE;
- for (i=0; i<3; ++i) {
- light->spot[i]=lib3ds_io_read_float(io);
- }
- light->hot_spot = lib3ds_io_read_float(io);
- light->fall_off = lib3ds_io_read_float(io);
- lib3ds_chunk_read_tell(&c, io);
-
- while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
- switch (chunk) {
- case LIB3DS_DL_SPOT_ROLL:
- {
- light->roll=lib3ds_io_read_float(io);
- }
- break;
- case LIB3DS_DL_SHADOWED:
- {
- light->shadowed=LIB3DS_TRUE;
- }
- break;
- case LIB3DS_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 LIB3DS_DL_SEE_CONE:
- {
- light->see_cone=LIB3DS_TRUE;
- }
- break;
- case LIB3DS_DL_SPOT_RECTANGULAR:
- {
- light->rectangular_spot=LIB3DS_TRUE;
- }
- break;
- case LIB3DS_DL_SPOT_ASPECT:
- {
- light->spot_aspect=lib3ds_io_read_float(io);
- }
- break;
- case LIB3DS_DL_SPOT_PROJECTOR:
- {
- light->use_projector=LIB3DS_TRUE;
- if (!lib3ds_io_read_string(io, light->projector, 64)) {
- return(LIB3DS_FALSE);
- }
- }
- case LIB3DS_DL_SPOT_OVERSHOOT:
- {
- light->spot_overshoot=LIB3DS_TRUE;
- }
- break;
- case LIB3DS_DL_RAY_BIAS:
- {
- light->ray_bias=lib3ds_io_read_float(io);
- }
- break;
- case LIB3DS_DL_RAYSHAD:
- {
- light->ray_shadows=LIB3DS_TRUE;
- }
- break;
- default:
- lib3ds_chunk_unknown(chunk);
- }
- }
-
- lib3ds_chunk_read_end(&c, io);
- return(LIB3DS_TRUE);
-}
-
-
-/*!
- * \ingroup light
- */
-Lib3dsBool
-lib3ds_light_read(Lib3dsLight *light, Lib3dsIo *io)
-{
- Lib3dsChunk c;
- Lib3dsWord chunk;
-
- if (!lib3ds_chunk_read_start(&c, LIB3DS_N_DIRECT_LIGHT, io)) {
- return(LIB3DS_FALSE);
- }
- {
- 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 LIB3DS_COLOR_F:
- {
- int i;
- for (i=0; i<3; ++i) {
- light->color[i]=lib3ds_io_read_float(io);
- }
- }
- break;
- case LIB3DS_DL_OFF:
- {
- light->off=LIB3DS_TRUE;
- }
- break;
- case LIB3DS_DL_OUTER_RANGE:
- {
- light->outer_range=lib3ds_io_read_float(io);
- }
- break;
- case LIB3DS_DL_INNER_RANGE:
- {
- light->inner_range=lib3ds_io_read_float(io);
- }
- break;
- case LIB3DS_DL_MULTIPLIER:
- {
- light->multiplier=lib3ds_io_read_float(io);
- }
- break;
- case LIB3DS_DL_EXCLUDE:
- {
- /* FIXME: */
- lib3ds_chunk_unknown(chunk);
- }
- case LIB3DS_DL_ATTENUATE:
- {
- light->attenuation=lib3ds_io_read_float(io);
- }
- break;
- case LIB3DS_DL_SPOTLIGHT:
- {
- lib3ds_chunk_read_reset(&c, io);
- if (!spotlight_read(light, io)) {
- return(LIB3DS_FALSE);
- }
- }
- break;
- default:
- lib3ds_chunk_unknown(chunk);
- }
- }
-
- lib3ds_chunk_read_end(&c, io);
- return(LIB3DS_TRUE);
-}
-
-
-/*!
- * \ingroup light
- */
-Lib3dsBool
-lib3ds_light_write(Lib3dsLight *light, Lib3dsIo *io)
-{
- Lib3dsChunk c;
-
- c.chunk=LIB3DS_N_DIRECT_LIGHT;
- if (!lib3ds_chunk_write_start(&c,io)) {
- return(LIB3DS_FALSE);
- }
- lib3ds_io_write_vector(io, light->position);
- { /*---- LIB3DS_COLOR_F ----*/
- Lib3dsChunk c;
- c.chunk=LIB3DS_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=LIB3DS_DL_OFF;
- c.size=6;
- lib3ds_chunk_write(&c, io);
- }
- { /*---- LIB3DS_DL_OUTER_RANGE ----*/
- Lib3dsChunk c;
- c.chunk=LIB3DS_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=LIB3DS_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=LIB3DS_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=LIB3DS_DL_ATTENUATE;
- c.size=6;
- lib3ds_chunk_write(&c, io);
- }
-
- if (light->spot_light) {
- Lib3dsChunk c;
-
- c.chunk=LIB3DS_DL_SPOTLIGHT;
- if (!lib3ds_chunk_write_start(&c,io)) {
- return(LIB3DS_FALSE);
- }
- lib3ds_io_write_vector(io, light->spot);
- lib3ds_io_write_float(io, light->hot_spot);
- lib3ds_io_write_float(io, light->fall_off);
-
- { /*---- LIB3DS_DL_SPOT_ROLL ----*/
- Lib3dsChunk c;
- c.chunk=LIB3DS_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=LIB3DS_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=LIB3DS_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, light->shadow_size);
- }
- if (light->see_cone) { /*---- LIB3DS_DL_SEE_CONE ----*/
- Lib3dsChunk c;
- c.chunk=LIB3DS_DL_SEE_CONE;
- c.size=6;
- lib3ds_chunk_write(&c, io);
- }
- if (light->rectangular_spot) { /*---- LIB3DS_DL_SPOT_RECTANGULAR ----*/
- Lib3dsChunk c;
- c.chunk=LIB3DS_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=LIB3DS_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=LIB3DS_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=LIB3DS_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=LIB3DS_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=LIB3DS_DL_RAYSHAD;
- c.size=6;
- lib3ds_chunk_write(&c, io);
- }
- if (!lib3ds_chunk_write_end(&c,io)) {
- return(LIB3DS_FALSE);
- }
- }
- if (!lib3ds_chunk_write_end(&c,io)) {
- return(LIB3DS_FALSE);
- }
- return(LIB3DS_TRUE);
-}
-
-