1 | // tLight.cpp  |
2 | //  |
3 | // This file implements scene lights. It supports point, spot, directional, and ambient lights.  |
4 | //  |
5 | // Copyright (c) 2006, 2017 Tristan Grimmer.  |
6 | // Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby  |
7 | // granted, provided that the above copyright notice and this permission notice appear in all copies.  |
8 | //  |
9 | // THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL  |
10 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,  |
11 | // INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN  |
12 | // AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR  |
13 | // PERFORMANCE OF THIS SOFTWARE.  |
14 |   |
15 | #include "Scene/tLight.h"  |
16 | namespace tScene  |
17 | {  |
18 |   |
19 |   |
20 | void tLight::Clear()  |
21 | {  |
22 | tObject::Clear();  |
23 | Type = tType::Point;  |
24 | AttenNearStart = 0.0f;  |
25 | AttenNearEnd = 0.0f;  |
26 | AttenFarStart = 0.0f;  |
27 | AttenFarEnd = 0.0f;  |
28 | }  |
29 |   |
30 |   |
31 | void tLight::Save(tChunkWriter& chunk) const  |
32 | {  |
33 | chunk.Begin(tChunkID::Scene_Light);  |
34 | {  |
35 | tObject::Save(chunk);  |
36 |   |
37 | chunk.Begin(tChunkID::Scene_LightType);  |
38 | {  |
39 | chunk.Write(Type);  |
40 | }  |
41 | chunk.End();  |
42 |   |
43 | chunk.Begin(tChunkID::Scene_LightParameters);  |
44 | {  |
45 | chunk.Write(AttenNearStart);  |
46 | chunk.Write(AttenNearEnd);  |
47 | chunk.Write(AttenFarStart);  |
48 | chunk.Write(AttenFarEnd);  |
49 | }  |
50 | chunk.End();  |
51 | }  |
52 | chunk.End();  |
53 | }  |
54 |   |
55 |   |
56 | void tLight::Load(const tChunk& lightChunk)  |
57 | {  |
58 | tAssert(lightChunk.ID() == tChunkID::Scene_Light);  |
59 | Clear();  |
60 |   |
61 | for (tChunk chunk = lightChunk.First(); chunk.Valid(); chunk = chunk.Next())  |
62 | {  |
63 | switch (chunk.ID())  |
64 | {  |
65 | case tChunkID::Scene_Object:  |
66 | tObject::Load(chunk);  |
67 | break;  |
68 |   |
69 | case tChunkID::Scene_LightType:  |
70 | chunk.GetItem(Type);  |
71 | break;  |
72 |   |
73 | case tChunkID::Scene_LightParameters:  |
74 | chunk.GetItem(AttenNearStart);  |
75 | chunk.GetItem(AttenNearEnd);  |
76 | chunk.GetItem(AttenFarStart);  |
77 | chunk.GetItem(AttenFarEnd);  |
78 | break;  |
79 | }  |
80 | }  |
81 | }  |
82 |   |
83 |   |
84 | }  |
85 | |