#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 ); }