From e6bd08e977f3138bfcfa3a1b6cc45201c383e016 Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Tue, 19 Dec 2017 18:18:29 +0200 Subject: [PATCH] Add loaders for Lighting and Light --- source/light.cpp | 48 +++++++++++++++++++++++++++++++++ source/light.h | 17 ++++++++++++ source/lighting.cpp | 63 ++++++++++++++++++++++++++++++++++++++++++++ source/lighting.h | 19 +++++++++++++ source/resources.cpp | 2 ++ 5 files changed, 149 insertions(+) diff --git a/source/light.cpp b/source/light.cpp index aeb17c5b..4ba581e0 100644 --- a/source/light.cpp +++ b/source/light.cpp @@ -188,5 +188,53 @@ void Light::unbind_from(unsigned i) disable(GL_LIGHT0+unit.get_index()); } + +Light::Loader::Loader(Light &l): + DataFile::ObjectLoader(l) +{ + add("attenuation", &Loader::attenuation); + add("diffuse", &Loader::diffuse); + add("position", &Loader::position); + add("specular", &Loader::specular); + add("spot_direction", &Loader::spot_direction); + add("spot_exponent", &Loader::spot_exponent); + add("spot_cutoff", &Loader::spot_cutoff); +} + +void Light::Loader::attenuation(float c, float l, float q) +{ + obj.set_attenuation(c, l, q); +} + +void Light::Loader::diffuse(float r, float g, float b) +{ + obj.set_diffuse(Color(r, g, b)); +} + +void Light::Loader::position(float x, float y, float z, float w) +{ + obj.set_position(Vector4(x, y, z, w)); +} + +void Light::Loader::specular(float r, float g, float b) +{ + obj.set_specular(Color(r, g, b)); +} + +void Light::Loader::spot_direction(float x, float y, float z) +{ + obj.set_spot_direction(Vector3(x, y, z)); +} + +void Light::Loader::spot_exponent(float e) +{ + obj.set_spot_exponent(e); +} + +void Light::Loader::spot_cutoff(float c) +{ + obj.set_spot_cutoff(Geometry::Angle::from_degrees(c)); +} + } // namespace GL } // namespace Msp diff --git a/source/light.h b/source/light.h index 396e276d..31dc3c0d 100644 --- a/source/light.h +++ b/source/light.h @@ -2,6 +2,7 @@ #define MSP_GL_LIGHT_H_ #include +#include #include "color.h" #include "placeable.h" @@ -26,6 +27,22 @@ Lights do not cast shadows by themselves. See ShadowMap for that. */ class Light: public Placeable { +public: + class Loader: public DataFile::ObjectLoader + { + public: + Loader(Light &); + + private: + void attenuation(float, float, float); + void diffuse(float, float, float); + void position(float, float, float, float); + void specular(float, float, float); + void spot_direction(float, float, float); + void spot_exponent(float); + void spot_cutoff(float); + }; + private: enum ParameterMask { diff --git a/source/lighting.cpp b/source/lighting.cpp index ea59a142..108edf16 100644 --- a/source/lighting.cpp +++ b/source/lighting.cpp @@ -21,6 +21,12 @@ Lighting::Lighting(): fog_density(0.0f) { } +Lighting::~Lighting() +{ + for(vector::iterator i=owned_data.begin(); i!=owned_data.end(); ++i) + delete *i; +} + void Lighting::set_ambient(const Color &a) { ambient = a; @@ -151,5 +157,62 @@ void Lighting::unbind() disable(GL_FOG); } + +Lighting::Loader::Loader(Lighting &l): + DataFile::ObjectLoader(l) +{ + add("ambient", &Loader::ambient); + add("fog_color", &Loader::fog_color); + add("fog_density", &Loader::fog_density); + add("fog_half_distance", &Loader::fog_half_distance); + add("horizon_angle", &Loader::horizon_angle); + add("light", &Loader::light); + add("sky_color", &Loader::sky_color); + add("zenith_direction", &Loader::zenith_direction); +} + +void Lighting::Loader::ambient(float r, float g, float b) +{ + obj.ambient = Color(r, g, b); +} + +void Lighting::Loader::fog_color(float r, float g, float b) +{ + obj.set_fog_color(Color(r, g, b)); +} + +void Lighting::Loader::fog_density(float d) +{ + obj.set_fog_density(d); +} + +void Lighting::Loader::fog_half_distance(float d) +{ + obj.set_fog_half_distance(d); +} + +void Lighting::Loader::horizon_angle(float a) +{ + obj.set_horizon_angle(Geometry::Angle::from_degrees(a)); +} + +void Lighting::Loader::light(unsigned i) +{ + RefPtr lgt = new Light; + load_sub(*lgt); + obj.attach(i, *lgt); + obj.owned_data.push_back(lgt.release()); +} + +void Lighting::Loader::sky_color(float r, float g, float b) +{ + obj.set_sky_color(Color(r, g, b)); +} + +void Lighting::Loader::zenith_direction(float x, float y, float z) +{ + obj.set_sky_direction(Vector3(x, y, z)); +} + } // namespace GL } // namespace Msp diff --git a/source/lighting.h b/source/lighting.h index 40360fc5..94ccdd5e 100644 --- a/source/lighting.h +++ b/source/lighting.h @@ -19,6 +19,23 @@ sources. */ class Lighting: public Bindable { +public: + class Loader: public DataFile::ObjectLoader + { + public: + Loader(Lighting &); + + private: + void ambient(float, float, float); + void fog_color(float, float, float); + void fog_density(float); + void fog_half_distance(float); + void horizon_angle(float); + void light(unsigned); + void sky_color(float, float, float); + void zenith_direction(float, float, float); + }; + private: Color ambient; Color sky_color; @@ -27,9 +44,11 @@ private: Color fog_color; float fog_density; std::vector lights; + std::vector owned_data; public: Lighting(); + ~Lighting(); /** Sets the ambient lighting color. Affects all surfaces in the scene. */ void set_ambient(const Color &); diff --git a/source/resources.cpp b/source/resources.cpp index 2637b12b..b25c346a 100644 --- a/source/resources.cpp +++ b/source/resources.cpp @@ -4,6 +4,7 @@ #include "armature.h" #include "font.h" #include "keyframe.h" +#include "lighting.h" #include "material.h" #include "mesh.h" #include "object.h" @@ -34,6 +35,7 @@ Resources::Resources(): add_type().suffix(".arma").keyword("armature"); add_type().keyword("font"); add_type().suffix(".kframe").keyword("keyframe"); + add_type().suffix(".lightn").keyword("lighting"); add_type().suffix(".mat").keyword("material"); add_type().keyword("mesh").creator(&Resources::create_mesh); add_type().keyword("object"); -- 2.43.0