/* * The 3D Studio File Format Library * Copyright (C) 1996-2007 by Jan Eric Kyprianidis * 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 1.15 2007/06/20 17:04:08 jeh Exp $ */ #include #include #include #include #include #include /*! * \defgroup light Lights */ /*! * \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); }