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light.c from Boson at Krugle


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/*
 * 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>
#include <config.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);
}






See more files for this project here

Boson

Boson is an OpenGL real-time strategy game. It is designed to run on Unix (Linux) computers, and is built on top of the KDE, Qt and kdegames libraries.

Project homepage: http://sourceforge.net/projects/boson
Programming language(s): C,C++
License: other

  CMakeLists.txt
  atmosphere.c
  atmosphere.h
  background.c
  background.h
  camera.c
  camera.h
  chunk.c
  chunk.h
  chunktable.h
  chunktable.sed
  ease.c
  ease.h
  file.c
  file.h
  float.c
  float.h
  io.c
  io.h
  light.c
  light.h
  material.c
  material.h
  matrix.c
  matrix.h
  mesh.c
  mesh.h
  node.c
  node.h
  quat.c
  quat.h
  shadow.c
  shadow.h
  tcb.c
  tcb.h
  tracks.c
  tracks.h
  types.h
  vector.c
  vector.h
  version.h
  viewport.c
  viewport.h