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

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// LegoView1.cpp : implementation file
//
#include "legoview1.h"
#include "decomp.h"
#include "realtime/realtime.h"
#include <vec.h> // SETMAT4
DECOMP_SIZE_ASSERT(LegoView, 0x78);
DECOMP_SIZE_ASSERT(LegoView1, 0x88);
/////////////////////////////////////////////////////////////////////////////
// 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;
}
// STUB: LEGO1 0x100ab860
BOOL LegoView1::Create(const TglSurface::CreateStruct& rCreateStruct, Tgl::Renderer* pRenderer)
{
double position[3] = {0, 0, 0};
double direction[3];
double up[3] = {0, 1, 0};
if (!LegoView::Create(rCreateStruct, pRenderer)) {
return FALSE;
}
// lights
m_pSunLight = pRenderer->CreateLight(Tgl::Directional, .9, .9, .9);
m_pDirectionalLight = pRenderer->CreateLight(Tgl::Directional, .4, .4, .4);
m_pAmbientLight = pRenderer->CreateLight(Tgl::Ambient, .3, .3, .3);
#if 0
direction[0] = 1, direction[1] = -1, direction[2] = 2;
m_pSunLight->SetOrientation(direction, up);
direction[0] = -1, direction[1] = -2, direction[2] = -1;
m_pDirectionalLight->SetOrientation(direction, up);
#else
{
// Change everything to float and proper Matrix types
/*
Tgl::FloatMatrix4 transformation;
Matrix4Data transform;
direction[0] = 1, direction[1] = -1, direction[2] = 2;
CalcLocalTransform(position, direction, up, transform);
SETMAT4(transformation, transform);
m_pSunLight->SetTransformation(transformation);
direction[0] = -1, direction[1] = -2, direction[2] = -1;
CalcLocalTransform(position, direction, up, transform);
SETMAT4(transformation, transform);
m_pDirectionalLight->SetTransformation(transformation);
*/
}
#endif
assert(GetView());
AddLightsToViewport();
return TRUE;
}
// 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();
}