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/*
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* Copyright (c) 2003 Nokia Corporation and/or its subsidiary(-ies).
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* All rights reserved.
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* This component and the accompanying materials are made available
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* under the terms of the License "Eclipse Public License v1.0"
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* which accompanies this distribution, and is available
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* at the URL "http://www.eclipse.org/legal/epl-v10.html".
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*
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* Initial Contributors:
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* Nokia Corporation - initial contribution.
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*
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* Contributors:
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*
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* Description: Light implementation
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*
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*/
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/*!
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* \internal
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* \file
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* \brief Light implementation
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*/
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#ifndef M3G_CORE_INCLUDE
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# error included by m3g_core.c; do not compile separately.
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#endif
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#include "m3g_light.h"
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#include "m3g_animationtrack.h"
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/*----------------------------------------------------------------------
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* Internal functions
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*--------------------------------------------------------------------*/
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/*!
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* \internal
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* \brief Overloaded Node method.
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*
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* Insert light to render queue.
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*
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* \param self Light object
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* \param toCamera transform to camera
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* \param alphaFactor total alpha factor
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* \param caller caller node
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* \param renderQueue RenderQueue
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*
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* \retval M3G_TRUE continue render setup
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* \retval M3G_FALSE abort render setup
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*/
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static M3Gbool m3gLightSetupRender(Node *self,
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const Node *caller,
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SetupRenderState *s,
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RenderQueue *renderQueue)
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{
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M3G_UNREF(caller);
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if (renderQueue->lightManager != NULL) {
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Light *light = (Light *)self;
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if (self->enableBits & NODE_RENDER_BIT) {
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if (m3gInsertLight(renderQueue->lightManager,
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light, &s->toCamera, M3G_INTERFACE(light)) == -1)
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return M3G_FALSE;
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}
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}
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return M3G_TRUE;
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}
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/*!
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* \internal
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* \brief Overloaded Object3D method.
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*
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* \param property animation property
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* \retval M3G_TRUE property supported
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* \retval M3G_FALSE property not supported
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*/
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static M3Gbool m3gLightIsCompatible(M3Gint property)
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{
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switch (property) {
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case M3G_ANIM_COLOR:
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case M3G_ANIM_INTENSITY:
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case M3G_ANIM_SPOT_ANGLE:
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case M3G_ANIM_SPOT_EXPONENT:
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return M3G_TRUE;
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default:
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return m3gNodeIsCompatible(property);
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}
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}
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/*!
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* \internal
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* \brief Overloaded Object3D method.
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*
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* \param self Light object
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* \param property animation property
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* \param valueSize size of value array
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* \param value value array
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*/
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static void m3gLightUpdateProperty(Object *self,
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M3Gint property,
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M3Gint valueSize,
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const M3Gfloat *value)
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{
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Light *light = (Light *)self;
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M3G_VALIDATE_OBJECT(light);
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M3G_ASSERT_PTR(value);
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switch (property) {
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case M3G_ANIM_COLOR:
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M3G_ASSERT(valueSize >= 3);
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light->color = m3gColor3f(value[0], value[1], value[2]);
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break;
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case M3G_ANIM_INTENSITY:
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M3G_ASSERT(valueSize >= 1);
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light->intensity = value[0];
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break;
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case M3G_ANIM_SPOT_ANGLE:
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M3G_ASSERT(valueSize >= 1);
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light->spotAngle = m3gClampFloat(value[0], 0.f, 90.f);
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break;
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case M3G_ANIM_SPOT_EXPONENT:
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M3G_ASSERT(valueSize >= 1);
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light->spotExponent = m3gClampFloat(value[0], 0.f, 128.f);
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break;
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default:
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m3gNodeUpdateProperty(self, property, valueSize, value);
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}
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}
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/*!
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* \internal
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* \brief Overloaded Object3D method.
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*
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* \param originalObj original Light object
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* \param cloneObj pointer to cloned Light object
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* \param pairs array for all object-duplicate pairs
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* \param numPairs number of pairs
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*/
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static M3Gbool m3gLightDuplicate(const Object *originalObj,
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Object **cloneObj,
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Object **pairs,
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M3Gint *numPairs)
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{
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const Light *original = (const Light *) originalObj;
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Light *clone;
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M3G_ASSERT(*cloneObj == NULL); /* no derived classes for light */
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/* Create the clone object and exit on failure */
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clone = (Light *)m3gCreateLight(originalObj->interface);
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if (!clone) {
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return M3G_FALSE;
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}
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*cloneObj = (Object *)clone;
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/* Duplicate base class data */
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if (!m3gNodeDuplicate(originalObj, cloneObj, pairs, numPairs)) {
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return M3G_FALSE;
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}
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/* Duplicate own data */
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clone->constantAttenuation = original->constantAttenuation;
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clone->linearAttenuation = original->linearAttenuation;
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clone->quadraticAttenuation = original->quadraticAttenuation;
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clone->intensity = original->intensity;
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clone->color = original->color;
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clone->mode = original->mode;
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clone->spotAngle = original->spotAngle;
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clone->spotExponent = original->spotExponent;
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return M3G_TRUE;
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}
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/*!
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* \internal
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* \brief Initializes a Light object. See specification
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* for default values.
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*
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* \param m3g M3G interface
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* \param light Light object
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*/
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static void m3gInitLight(Interface *m3g, Light *light)
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{
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/* Light is derived from node */
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m3gInitNode(m3g, &light->node, M3G_CLASS_LIGHT);
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light->constantAttenuation = 1.0f;
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light->intensity = 1.0f;
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light->color = 0x00ffffff; /* Full white */
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light->mode = M3G_DIRECTIONAL;
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light->spotAngle = 45.0f;
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}
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/*!
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* \internal
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* \brief Applies this light to the current OpenGL context.
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*
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* \param self Light object
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* \param glLight OpenGL light index
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* \param pos light position
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* \param spotDir light direction
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*/
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static void m3gApplyLight(const Light *self,
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GLenum glLight,
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const Vec4 *pos,
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const Vec4 *spotDir)
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{
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static const M3Gfloat BLACK[] = { 0.0f, 0.0f, 0.0f, 0.0f };
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M3Gfloat light[4];
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M3G_ASSERT(m3gInRange(glLight, GL_LIGHT0, GL_LIGHT7));
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glEnable(glLight);
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m3gFloatColor(self->color, self->intensity, light);
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/* Set light position */
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if (self->mode == M3G_DIRECTIONAL) {
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GLfloat temp[4];
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temp[0] = -spotDir->x;
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temp[1] = -spotDir->y;
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temp[2] = -spotDir->z;
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temp[3] = 0.0f;
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glLightfv(glLight, GL_POSITION, temp);
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}
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else {
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glLightfv(glLight, GL_POSITION, &pos->x);
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if (self->mode == M3G_SPOT) {
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glLightfv(glLight, GL_SPOT_DIRECTION, &spotDir->x);
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}
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}
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/* Set ambient, diffuse, and specular contributions */
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if (self->mode == M3G_AMBIENT) {
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glLightfv(glLight, GL_AMBIENT, light);
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glLightfv(glLight, GL_DIFFUSE, BLACK);
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glLightfv(glLight, GL_SPECULAR, BLACK);
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}
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else {
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glLightfv(glLight, GL_AMBIENT, BLACK);
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glLightfv(glLight, GL_DIFFUSE, light);
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glLightfv(glLight, GL_SPECULAR, light);
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}
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/* Set spot parameters */
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if (self->mode == M3G_SPOT) {
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glLightf(glLight, GL_SPOT_EXPONENT, self->spotExponent);
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glLightf(glLight, GL_SPOT_CUTOFF, self->spotAngle);
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}
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else {
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glLightf(glLight, GL_SPOT_CUTOFF, 180.0f);
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}
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/* Set attenuation */
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if (self->mode == M3G_OMNI || self->mode == M3G_SPOT) {
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glLightf(glLight, GL_CONSTANT_ATTENUATION, self->constantAttenuation);
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glLightf(glLight, GL_LINEAR_ATTENUATION, self->linearAttenuation);
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glLightf(glLight, GL_QUADRATIC_ATTENUATION, self->quadraticAttenuation);
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}
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else if (self->mode == M3G_AMBIENT) {
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glLightf(glLight, GL_CONSTANT_ATTENUATION, 1.0f);
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glLightf(glLight, GL_LINEAR_ATTENUATION, 0.0f);
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glLightf(glLight, GL_QUADRATIC_ATTENUATION, 0.0f);
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}
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}
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/*----------------------------------------------------------------------
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* Virtual function table
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*--------------------------------------------------------------------*/
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static const NodeVFTable m3gvf_Light = {
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{
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{
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m3gObjectApplyAnimation,
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m3gLightIsCompatible,
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m3gLightUpdateProperty,
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m3gObjectDoGetReferences,
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m3gObjectFindID,
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m3gLightDuplicate,
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m3gDestroyNode
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}
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},
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m3gNodeAlign,
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NULL, /* pure virtual DoRender */
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m3gNodeGetBBox,
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m3gNodeRayIntersect,
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m3gLightSetupRender,
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m3gNodeUpdateDuplicateReferences,
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m3gNodeValidate
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};
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/*----------------------------------------------------------------------
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* Public API functions
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*--------------------------------------------------------------------*/
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/*!
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* \brief Creates a Light object.
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*
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* \param interface M3G interface
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* \retval Light new Light object
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* \retval NULL Light creating failed
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*/
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M3G_API M3GLight m3gCreateLight(M3GInterface interface)
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{
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Interface *m3g = (Interface *) interface;
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M3G_VALIDATE_INTERFACE(m3g);
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{
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Light *light = m3gAllocZ(m3g, sizeof(Light));
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if (light != NULL) {
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m3gInitLight(m3g, light);
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}
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return (M3GLight) light;
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}
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}
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/*!
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* \brief Set light intensity.
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*
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* \param handle Light object
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* \param intensity light intensity
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*/
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M3G_API void m3gSetIntensity(M3GLight handle, M3Gfloat intensity)
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{
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Light *light = (Light *) handle;
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M3G_VALIDATE_OBJECT(light);
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light->intensity = intensity;
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}
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/*!
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* \brief Set light color as RGB.
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*
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* \param handle Light object
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* \param rgb light color as RGB
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346 |
*/
|
sl@0
|
347 |
M3G_API void m3gSetLightColor(M3GLight handle, M3Guint rgb)
|
sl@0
|
348 |
{
|
sl@0
|
349 |
Light *light = (Light *) handle;
|
sl@0
|
350 |
M3G_VALIDATE_OBJECT(light);
|
sl@0
|
351 |
|
sl@0
|
352 |
light->color = rgb & M3G_RGB_MASK;
|
sl@0
|
353 |
}
|
sl@0
|
354 |
|
sl@0
|
355 |
/*!
|
sl@0
|
356 |
* \brief Set light mode.
|
sl@0
|
357 |
*
|
sl@0
|
358 |
* \param handle Light object
|
sl@0
|
359 |
* \param mode light mode
|
sl@0
|
360 |
*/
|
sl@0
|
361 |
M3G_API void m3gSetLightMode(M3GLight handle, M3Gint mode)
|
sl@0
|
362 |
{
|
sl@0
|
363 |
Light *light = (Light *) handle;
|
sl@0
|
364 |
M3G_VALIDATE_OBJECT(light);
|
sl@0
|
365 |
|
sl@0
|
366 |
if (mode < M3G_AMBIENT || mode > M3G_SPOT) {
|
sl@0
|
367 |
m3gRaiseError(M3G_INTERFACE(light), M3G_INVALID_VALUE);
|
sl@0
|
368 |
return;
|
sl@0
|
369 |
}
|
sl@0
|
370 |
|
sl@0
|
371 |
light->mode = mode;
|
sl@0
|
372 |
}
|
sl@0
|
373 |
|
sl@0
|
374 |
/*!
|
sl@0
|
375 |
* \brief Set light spot angle.
|
sl@0
|
376 |
*
|
sl@0
|
377 |
* \param handle Light object
|
sl@0
|
378 |
* \param angle spot angle
|
sl@0
|
379 |
*/
|
sl@0
|
380 |
M3G_API void m3gSetSpotAngle(M3GLight handle, M3Gfloat angle)
|
sl@0
|
381 |
{
|
sl@0
|
382 |
Light *light = (Light *) handle;
|
sl@0
|
383 |
M3G_VALIDATE_OBJECT(light);
|
sl@0
|
384 |
|
sl@0
|
385 |
if (angle < 0.0f || angle > 90.f) {
|
sl@0
|
386 |
m3gRaiseError(M3G_INTERFACE(light), M3G_INVALID_VALUE);
|
sl@0
|
387 |
return;
|
sl@0
|
388 |
}
|
sl@0
|
389 |
|
sl@0
|
390 |
light->spotAngle = angle;
|
sl@0
|
391 |
}
|
sl@0
|
392 |
|
sl@0
|
393 |
/*!
|
sl@0
|
394 |
* \brief Set light spot exponent.
|
sl@0
|
395 |
*
|
sl@0
|
396 |
* \param handle Light object
|
sl@0
|
397 |
* \param exponent spot exponent
|
sl@0
|
398 |
*/
|
sl@0
|
399 |
M3G_API void m3gSetSpotExponent(M3GLight handle, M3Gfloat exponent)
|
sl@0
|
400 |
{
|
sl@0
|
401 |
Light *light = (Light *) handle;
|
sl@0
|
402 |
M3G_VALIDATE_OBJECT(light);
|
sl@0
|
403 |
|
sl@0
|
404 |
if (exponent < 0.0f || exponent > 128.0f) {
|
sl@0
|
405 |
m3gRaiseError(M3G_INTERFACE(light), M3G_INVALID_VALUE);
|
sl@0
|
406 |
return;
|
sl@0
|
407 |
}
|
sl@0
|
408 |
|
sl@0
|
409 |
light->spotExponent = exponent;
|
sl@0
|
410 |
}
|
sl@0
|
411 |
|
sl@0
|
412 |
/*!
|
sl@0
|
413 |
* \brief Set light attenuation factors.
|
sl@0
|
414 |
*
|
sl@0
|
415 |
* \param handle Light object
|
sl@0
|
416 |
* \param constant constant attenuation
|
sl@0
|
417 |
* \param linear linear attenuation
|
sl@0
|
418 |
* \param quadratic quadratic attenuation
|
sl@0
|
419 |
*/
|
sl@0
|
420 |
M3G_API void m3gSetAttenuation(M3GLight handle,
|
sl@0
|
421 |
M3Gfloat constant,
|
sl@0
|
422 |
M3Gfloat linear,
|
sl@0
|
423 |
M3Gfloat quadratic)
|
sl@0
|
424 |
{
|
sl@0
|
425 |
Light *light = (Light *) handle;
|
sl@0
|
426 |
M3G_VALIDATE_OBJECT(light);
|
sl@0
|
427 |
|
sl@0
|
428 |
if (constant < 0.0f || linear < 0.0f || quadratic < 0.0f
|
sl@0
|
429 |
|| (constant == 0.0f && linear == 0.0f && quadratic == 0.0f)) {
|
sl@0
|
430 |
m3gRaiseError(M3G_INTERFACE(light), M3G_INVALID_VALUE);
|
sl@0
|
431 |
return;
|
sl@0
|
432 |
}
|
sl@0
|
433 |
|
sl@0
|
434 |
light->constantAttenuation = constant;
|
sl@0
|
435 |
light->linearAttenuation = linear;
|
sl@0
|
436 |
light->quadraticAttenuation = quadratic;
|
sl@0
|
437 |
}
|
sl@0
|
438 |
|
sl@0
|
439 |
/*!
|
sl@0
|
440 |
* \brief Get light intensity.
|
sl@0
|
441 |
*
|
sl@0
|
442 |
* \param handle Light object
|
sl@0
|
443 |
* \return light intensity
|
sl@0
|
444 |
*/
|
sl@0
|
445 |
M3G_API M3Gfloat m3gGetIntensity(M3GLight handle)
|
sl@0
|
446 |
{
|
sl@0
|
447 |
Light *light = (Light *) handle;
|
sl@0
|
448 |
M3G_VALIDATE_OBJECT(light);
|
sl@0
|
449 |
|
sl@0
|
450 |
return light->intensity;
|
sl@0
|
451 |
}
|
sl@0
|
452 |
|
sl@0
|
453 |
/*!
|
sl@0
|
454 |
* \brief Get light color as RGB.
|
sl@0
|
455 |
*
|
sl@0
|
456 |
* \param handle Light object
|
sl@0
|
457 |
* \return light color as RGB
|
sl@0
|
458 |
*/
|
sl@0
|
459 |
M3G_API M3Guint m3gGetLightColor(M3GLight handle)
|
sl@0
|
460 |
{
|
sl@0
|
461 |
Light *light = (Light *) handle;
|
sl@0
|
462 |
M3G_VALIDATE_OBJECT(light);
|
sl@0
|
463 |
|
sl@0
|
464 |
return light->color;
|
sl@0
|
465 |
}
|
sl@0
|
466 |
|
sl@0
|
467 |
/*!
|
sl@0
|
468 |
* \brief Get light mode.
|
sl@0
|
469 |
*
|
sl@0
|
470 |
* \param handle Light object
|
sl@0
|
471 |
* \return light mode
|
sl@0
|
472 |
*/
|
sl@0
|
473 |
M3G_API M3Gint m3gGetLightMode(M3GLight handle)
|
sl@0
|
474 |
{
|
sl@0
|
475 |
Light *light = (Light *) handle;
|
sl@0
|
476 |
M3G_VALIDATE_OBJECT(light);
|
sl@0
|
477 |
|
sl@0
|
478 |
return light->mode;
|
sl@0
|
479 |
}
|
sl@0
|
480 |
|
sl@0
|
481 |
/*!
|
sl@0
|
482 |
* \brief Get light spot angle.
|
sl@0
|
483 |
*
|
sl@0
|
484 |
* \param handle Light object
|
sl@0
|
485 |
* \return light spot angle
|
sl@0
|
486 |
*/
|
sl@0
|
487 |
M3G_API M3Gfloat m3gGetSpotAngle(M3GLight handle)
|
sl@0
|
488 |
{
|
sl@0
|
489 |
Light *light = (Light *) handle;
|
sl@0
|
490 |
M3G_VALIDATE_OBJECT(light);
|
sl@0
|
491 |
|
sl@0
|
492 |
return light->spotAngle;
|
sl@0
|
493 |
}
|
sl@0
|
494 |
|
sl@0
|
495 |
/*!
|
sl@0
|
496 |
* \brief Get light spot exponent.
|
sl@0
|
497 |
*
|
sl@0
|
498 |
* \param handle Light object
|
sl@0
|
499 |
* \return light spot exponent
|
sl@0
|
500 |
*/
|
sl@0
|
501 |
M3G_API M3Gfloat m3gGetSpotExponent(M3GLight handle)
|
sl@0
|
502 |
{
|
sl@0
|
503 |
Light *light = (Light *) handle;
|
sl@0
|
504 |
M3G_VALIDATE_OBJECT(light);
|
sl@0
|
505 |
|
sl@0
|
506 |
return light->spotExponent;
|
sl@0
|
507 |
}
|
sl@0
|
508 |
|
sl@0
|
509 |
/*!
|
sl@0
|
510 |
* \brief Get light attenuation factor.
|
sl@0
|
511 |
*
|
sl@0
|
512 |
* \param handle Light object
|
sl@0
|
513 |
* \param type which factor to return
|
sl@0
|
514 |
* \arg M3G_GET_CONSTANT
|
sl@0
|
515 |
* \arg M3G_GET_LINEAR
|
sl@0
|
516 |
* \arg M3G_GET_QUADRATIC
|
sl@0
|
517 |
* \return light attenuation factor
|
sl@0
|
518 |
*/
|
sl@0
|
519 |
M3G_API M3Gfloat m3gGetAttenuation(M3GLight handle, M3Gint type)
|
sl@0
|
520 |
{
|
sl@0
|
521 |
Light *light = (Light *) handle;
|
sl@0
|
522 |
M3G_VALIDATE_OBJECT(light);
|
sl@0
|
523 |
|
sl@0
|
524 |
switch(type) {
|
sl@0
|
525 |
case M3G_GET_CONSTANT:
|
sl@0
|
526 |
return light->constantAttenuation;
|
sl@0
|
527 |
case M3G_GET_LINEAR:
|
sl@0
|
528 |
return light->linearAttenuation;
|
sl@0
|
529 |
case M3G_GET_QUADRATIC:
|
sl@0
|
530 |
default:
|
sl@0
|
531 |
return light->quadraticAttenuation;
|
sl@0
|
532 |
}
|
sl@0
|
533 |
}
|
sl@0
|
534 |
|