isle/LEGO1/lego/sources/3dmanager/legoview1.cpp

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// LegoView1.cpp : implementation file
//
#include "legoview1.h"
#include "decomp.h"
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#include "mxgeometry/mxgeometry3d.h"
#include "mxgeometry/mxmatrix.h"
#include "realtime/realtime.h"
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#include <vec.h>
DECOMP_SIZE_ASSERT(LegoView, 0x78);
DECOMP_SIZE_ASSERT(LegoView1, 0x88);
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// GLOBAL: LEGO1 0x101013e4
float g_sunLightRGB = 1.0;
// GLOBAL: LEGO1 0x101013e8
float g_directionalLightRGB = 1.0;
// GLOBAL: LEGO1 0x101013ec
float g_ambientLightRGB = 0.3;
/////////////////////////////////////////////////////////////////////////////
// LegoView
// FUNCTION: LEGO1 0x100ab510
LegoView::LegoView()
{
m_pScene = 0;
m_pCamera = 0;
}
// FUNCTION: LEGO1 0x100ab5a0
LegoView::~LegoView()
{
Destroy();
}
// FUNCTION: LEGO1 0x100ab600
BOOL LegoView::Create(const TglSurface::CreateStruct& rCreateStruct, Tgl::Renderer* pRenderer)
{
float viewAngle = 45;
if (rCreateStruct.m_isWideViewAngle) {
viewAngle = 90;
}
float frontClippingDistance = 0.1;
float backClippingDistance = 500;
assert(!m_pScene);
assert(!m_pCamera);
assert(pRenderer);
m_pScene = pRenderer->CreateGroup();
assert(m_pScene);
// TglSurface::Create() calls CreateView(), and we need the camera in
// CreateView(), so create camera before calling TglSurface::Create()
m_pCamera = pRenderer->CreateCamera();
assert(m_pCamera);
if (!TglSurface::Create(rCreateStruct, pRenderer, m_pScene)) {
delete m_pScene;
m_pScene = 0;
delete m_pCamera;
m_pCamera = 0;
return FALSE;
}
assert(GetView());
GetView()->SetFrustrum(frontClippingDistance, backClippingDistance, viewAngle);
GetView()->SetBackgroundColor(.223, .639, .851);
return TRUE;
}
// FUNCTION: LEGO1 0x100ab6c0
Tgl::View* LegoView::CreateView(Tgl::Renderer* pRenderer, Tgl::Device* pDevice)
{
assert(pRenderer);
assert(pDevice);
return pRenderer->CreateView(pDevice, m_pCamera, 0, 0, GetWidth(), GetHeight());
}
// FUNCTION: LEGO1 0x100ab6f0
void LegoView::Destroy()
{
delete m_pScene;
m_pScene = 0;
delete m_pCamera;
m_pCamera = 0;
TglSurface::Destroy();
}
/////////////////////////////////////////////////////////////////////////////
// LegoView1
// FUNCTION: LEGO1 0x100ab730
LegoView1::LegoView1()
{
m_pSunLight = 0;
m_pDirectionalLight = 0;
m_pAmbientLight = 0;
}
// FUNCTION: LEGO1 0x100ab7c0
LegoView1::~LegoView1()
{
Destroy();
}
// FUNCTION: LEGO1 0x100ab820
BOOL LegoView1::AddLightsToViewport()
{
GetView()->Add(m_pSunLight);
GetView()->Add(m_pDirectionalLight);
GetView()->Add(m_pAmbientLight);
return TRUE;
}
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// FUNCTION: LEGO1 0x100ab860
BOOL LegoView1::Create(const TglSurface::CreateStruct& rCreateStruct, Tgl::Renderer* pRenderer)
{
if (!LegoView::Create(rCreateStruct, pRenderer)) {
return FALSE;
}
// lights
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m_pSunLight = pRenderer->CreateLight(Tgl::Point, g_sunLightRGB, g_sunLightRGB, g_sunLightRGB);
m_pDirectionalLight =
pRenderer->CreateLight(Tgl::Directional, g_directionalLightRGB, g_directionalLightRGB, g_directionalLightRGB);
m_pAmbientLight = pRenderer->CreateLight(Tgl::Ambient, g_ambientLightRGB, g_ambientLightRGB, g_ambientLightRGB);
Mx3DPointFloat direction(0.0, 0.0, 0.0);
Mx3DPointFloat position(0.0, -1.0, 0.0);
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Mx3DPointFloat up(1.0, 0.0, 0.0);
Tgl::FloatMatrix4 matrix;
Matrix4 in(matrix);
MxMatrix transform;
CalcLocalTransform(position, direction, up, transform);
SETMAT4(in, transform);
m_pDirectionalLight->SetTransformation(matrix);
direction[0] = 0, direction[1] = 150, direction[2] = -150;
CalcLocalTransform(position, direction, up, transform);
SETMAT4(in, transform);
m_pSunLight->SetTransformation(matrix);
assert(GetView());
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return AddLightsToViewport();
}
// FUNCTION: LEGO1 0x100abad0
void LegoView1::Destroy()
{
if (m_pSunLight) {
GetView()->Remove(m_pSunLight);
delete m_pSunLight;
m_pSunLight = 0;
}
if (m_pDirectionalLight) {
GetView()->Remove(m_pDirectionalLight);
delete m_pDirectionalLight;
m_pDirectionalLight = 0;
}
if (m_pAmbientLight) {
GetView()->Remove(m_pAmbientLight);
delete m_pAmbientLight;
m_pAmbientLight = 0;
}
LegoView::Destroy();
}
// FUNCTION: LEGO1 0x100abb60
void LegoView1::SetLight(BOOL bDirectionalLight, Tgl::FloatMatrix4& rMatrix)
{
Tgl::Light* pLight;
if (bDirectionalLight == FALSE) {
pLight = m_pSunLight;
}
else {
pLight = m_pDirectionalLight;
}
SetLight(pLight, rMatrix);
}
// FUNCTION: LEGO1 0x100abb80
void LegoView1::SetLight(Tgl::Light* pLight, Tgl::FloatMatrix4& rMatrix)
{
pLight->SetTransformation(rMatrix);
}