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