DragonNest/Client/EtViewer/ObjectLightDir.cpp

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2024-12-19 09:48:26 +08:00
#include "StdAfx.h"
#include "ObjectLightDir.h"
#include "RenderBase.h"
#include "InputReceiver.h"
#include "resource.h"
#include "MainFrm.h"
#include "EtViewerDoc.h"
#include "EtViewerView.h"
#include "UserMessage.h"
#include "PaneDefine.h"
CObjectLightDir::CObjectLightDir()
{
m_Type = CObjectBase::LIGHTDIR;
m_nMouseFlag = 0;
}
CObjectLightDir::~CObjectLightDir()
{
SAFE_RELEASE_SPTR( m_LightHandle );
}
void CObjectLightDir::Activate()
{
SLightInfo LightInfo;
LightInfo.Type = LT_DIRECTIONAL;
LightInfo.Diffuse = EtColor( 0.5f, 0.5f, 0.5f, 1.f );
LightInfo.Specular = EtColor( 1.f, 1.f, 1.f, 1.f );
LightInfo.Direction = EtVector3( -1.f, -1.f, -1.f );
EtVec3Normalize( &LightInfo.Direction, &LightInfo.Direction );
m_LightHandle = EternityEngine::CreateLight( &LightInfo );
InitPropertyInfo();
}
void CObjectLightDir::InitPropertyInfo()
{
SAFE_DELETE_PVEC( m_pVecPropertyList );
PropertyGridBaseDefine Default[] = {
{ "Setting", "Diffuse", CUnionValueProperty::Vector4Color, "Diffuse Color", TRUE },
{ "Setting", "Specular", CUnionValueProperty::Vector4Color, "Specular Color", TRUE },
{ "Setting", "Direction", CUnionValueProperty::Vector3, "Direction!", TRUE },
{ "Setting", "CastShadow", CUnionValueProperty::Boolean, "Cast Shadow", TRUE },
NULL,
};
AddPropertyInfo( Default );
}
void CObjectLightDir::OnSetPropertyValue( DWORD dwIndex, CUnionValueProperty *pVariable )
{
switch( dwIndex ) {
case 0:
pVariable->SetVariable( (D3DXVECTOR4)m_BackupInfo.Diffuse );
break;
case 1:
pVariable->SetVariable( (D3DXVECTOR4)m_BackupInfo.Specular );
break;
case 2:
pVariable->SetVariable( m_BackupInfo.Direction );
break;
case 3:
pVariable->SetVariable( m_BackupInfo.bCastShadow );
break;
}
}
void CObjectLightDir::OnChangePropertyValue( DWORD dwIndex, CUnionValueProperty *pVariable )
{
switch( dwIndex ) {
case 0:
m_BackupInfo.Diffuse = (EtColor)pVariable->GetVariableVector4();
break;
case 1:
m_BackupInfo.Specular = (EtColor)pVariable->GetVariableVector4();
break;
case 2:
m_BackupInfo.Direction = (EtVector3)pVariable->GetVariableVector3();
break;
case 3:
m_BackupInfo.bCastShadow = pVariable->GetVariableBool();
break;
}
if( m_LightHandle && m_bShow ) {
RefreshLight();
}
}
void CObjectLightDir::Process( LOCAL_TIME LocalTime )
{
if( m_bFocus == true ) {
CRenderBase::GetInstance().UpdateLightGrid( &m_BackupInfo );
}
}
void CObjectLightDir::Show( bool bShow )
{
if( m_bShow == bShow ) return;
CObjectBase::Show( bShow );
if( m_bShow == true ) {
m_LightHandle = EternityEngine::CreateLight( &m_BackupInfo );
}
else {
SAFE_RELEASE_SPTR( m_LightHandle );
}
}
void CObjectLightDir::OnInputReceive( int nReceiverState, LOCAL_TIME LocalTime )
{
if( nReceiverState == -1 ) {
m_nMouseFlag = 0;
return;
}
if( nReceiverState & CInputReceiver::IR_MOUSE_MOVE ) {
if( m_nMouseFlag & CRenderBase::LB_DOWN ) {
m_Cross.RotateYAxis( CRenderBase::GetInstance().GetMouseVariation().x / 2.f );
m_Cross.RotatePitch( CRenderBase::GetInstance().GetMouseVariation().y / 2.f );
m_BackupInfo.Direction = m_Cross.m_vZAxis;
static CUnionValueProperty Variable( CUnionValueProperty::Vector3 );
Variable.SetVariable(m_BackupInfo.Direction);
CWnd *pWnd = GetPaneWnd( PROP_SHADER_PANE );
pWnd->SendMessage( UM_SHADERPROP_MODIFY_ITEM, 2, (LPARAM)&Variable );
}
}
if( nReceiverState & CInputReceiver::IR_MOUSE_LB_DOWN ) {
if( CRenderBase::GetInstance().IsInMouseRect( CGlobalValue::GetInstance().GetView() ) ) {
m_nMouseFlag |= CRenderBase::LB_DOWN;
m_Cross.Identity();
m_Cross.m_vZAxis = m_BackupInfo.Direction;
m_Cross.MakeUpCartesianByZAxis();
}
}
if( nReceiverState & CInputReceiver::IR_MOUSE_LB_UP ) {
m_nMouseFlag &= ~CRenderBase::LB_DOWN;
}
RefreshLight();
}
void CObjectLightDir::RefreshLight()
{
if( !m_LightHandle ) return;
SLightInfo Info = m_BackupInfo;
Info.Diffuse.r *= Info.Diffuse.a;
Info.Diffuse.g *= Info.Diffuse.a;
Info.Diffuse.b *= Info.Diffuse.a;
Info.Specular.r *= Info.Specular.a;
Info.Specular.g *= Info.Specular.a;
Info.Specular.b *= Info.Specular.a;
m_LightHandle->SetLightInfo( &Info );
}
SLightInfo CObjectLightDir::GetLightInfo()
{
return m_BackupInfo;
}
void CObjectLightDir::SetLightInfo( SLightInfo &Info )
{
m_BackupInfo = Info;
if( m_LightHandle ) RefreshLight();
}
void CObjectLightDir::ExportObject( FILE *fp, int &nCount )
{
fwrite( &m_Type, sizeof(int), 1, fp );
SLightInfo Info = GetLightInfo();
fwrite( &Info, sizeof(SLightInfo), 1, fp );
nCount++;
}
void CObjectLightDir::ImportObject( FILE *fp )
{
SLightInfo Info;
fread( &Info, sizeof(SLightInfo), 1, fp );
SetLightInfo( Info );
}