2017-08-09 10:57:32 +02:00
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <cassert>
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2020-04-15 09:47:43 +02:00
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#define WITH_D3D
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2017-08-09 10:57:32 +02:00
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#include "../rwbase.h"
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#include "../rwplg.h"
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#include "../rwpipeline.h"
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#include "../rwobjects.h"
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#include "../rwengine.h"
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#include "rwd3d.h"
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namespace rw {
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namespace d3d {
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#ifdef RW_D3D9
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IDirect3DDevice9 *d3ddevice = nil;
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#define MAX_LIGHTS 8
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void
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2020-04-19 13:00:35 +02:00
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lightingCB(Atomic *atomic)
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2017-08-09 10:57:32 +02:00
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{
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2020-04-19 13:00:35 +02:00
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WorldLights lightData;
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Light *directionals[8];
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Light *locals[8];
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lightData.directionals = directionals;
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lightData.numDirectionals = 8;
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lightData.locals = locals;
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lightData.numLocals = 8;
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((World*)engine->currentWorld)->enumerateLights(atomic, &lightData);
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int i, n;
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2017-08-09 10:57:32 +02:00
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RGBA amb;
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D3DLIGHT9 light;
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light.Type = D3DLIGHT_DIRECTIONAL;
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//light.Diffuse = { 0.8f, 0.8f, 0.8f, 1.0f };
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light.Specular = { 0.0f, 0.0f, 0.0f, 0.0f };
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light.Ambient = { 0.0f, 0.0f, 0.0f, 0.0f };
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light.Position = { 0.0f, 0.0f, 0.0f };
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//light.Direction = { 0.0f, 0.0f, -1.0f };
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light.Range = 0.0f;
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light.Falloff = 0.0f;
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light.Attenuation0 = 0.0f;
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light.Attenuation1 = 0.0f;
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light.Attenuation2 = 0.0f;
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light.Theta = 0.0f;
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light.Phi = 0.0f;
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2020-04-19 13:00:35 +02:00
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convColor(&amb, &lightData.ambient);
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d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_RGBA(amb.red, amb.green, amb.blue, amb.alpha));
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n = 0;
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for(i = 0; i < lightData.numDirectionals; i++){
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if(n >= MAX_LIGHTS)
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return;
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Light *l = lightData.directionals[i];
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light.Type = D3DLIGHT_DIRECTIONAL;
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light.Diffuse = *(D3DCOLORVALUE*)&l->color;
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light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
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d3ddevice->SetLight(n, &light);
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d3ddevice->LightEnable(n, TRUE);
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n++;
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}
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for(i = 0; i < lightData.numLocals; i++){
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if(n >= MAX_LIGHTS)
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return;
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Light *l = lightData.locals[i];
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switch(l->getType()){
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case Light::POINT:
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light.Type = D3DLIGHT_POINT;
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2017-08-09 10:57:32 +02:00
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light.Diffuse = *(D3DCOLORVALUE*)&l->color;
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2020-04-19 13:00:35 +02:00
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light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
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light.Direction.x = 0.0f;
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light.Direction.y = 0.0f;
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light.Direction.z = 0.0f;
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light.Range = l->radius;
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light.Falloff = 1.0f;
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light.Attenuation0 = 1.0f;
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light.Attenuation1 = 0.0f/l->radius;
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light.Attenuation2 = 5.0f/(l->radius*l->radius);
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d3ddevice->SetLight(n, &light);
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d3ddevice->LightEnable(n, TRUE);
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n++;
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break;
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case Light::SPOT:
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light.Type = D3DLIGHT_SPOT;
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light.Diffuse = *(D3DCOLORVALUE*)&l->color;
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light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
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2017-08-09 10:57:32 +02:00
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light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
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2020-04-19 13:00:35 +02:00
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light.Range = l->radius;
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light.Falloff = 1.0f;
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light.Attenuation0 = 1.0f;
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light.Attenuation1 = 0.0f/l->radius;
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light.Attenuation2 = 5.0f/(l->radius*l->radius);
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light.Theta = l->getAngle()*2.0f;
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light.Phi = light.Theta;
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2017-08-09 10:57:32 +02:00
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d3ddevice->SetLight(n, &light);
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d3ddevice->LightEnable(n, TRUE);
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n++;
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2020-04-19 13:00:35 +02:00
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break;
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case Light::SOFTSPOT:
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light.Type = D3DLIGHT_SPOT;
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light.Diffuse = *(D3DCOLORVALUE*)&l->color;
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light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
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light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
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light.Range = l->radius;
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light.Falloff = 1.0f;
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light.Attenuation0 = 1.0f;
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light.Attenuation1 = 0.0f/l->radius;
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light.Attenuation2 = 5.0f/(l->radius*l->radius);
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light.Theta = 0.0f;
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light.Phi = l->getAngle()*2.0f;
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d3ddevice->SetLight(n, &light);
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d3ddevice->LightEnable(n, TRUE);
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n++;
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break;
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2017-08-09 10:57:32 +02:00
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}
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}
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2020-04-19 13:00:35 +02:00
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2017-08-09 10:57:32 +02:00
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for(; n < MAX_LIGHTS; n++)
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d3ddevice->LightEnable(n, FALSE);
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}
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#endif
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}
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}
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