107 lines
2.7 KiB
C++
107 lines
2.7 KiB
C++
#include "DataModelV3/LightingInstance.h"
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#include "DataModelV3/DataModelInstance.h"
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#include "StringFunctions.h"
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//#include "Listener/ModeSelectionListener.h"
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using namespace B3D;
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LightingInstance::LightingInstance(void)
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{
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Instance::Instance("Lighting");
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name = "Lighting";
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canDelete = false;
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_hideSky = false;
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topAmbient = Reflection::ReflectionProperty<Color3>("TopAmbient", Color3(0.5F, 0.5F, 0.5F), TYPE_COLOR3, this->dataTable);
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bottomAmbient = Reflection::ReflectionProperty<Color3>("BottomAmbient", Color3(0.8F, 0.8F, 0.8F), TYPE_COLOR3, this->dataTable);
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spotLight = Reflection::ReflectionProperty<Color3>("SpotLight", Color3(0.5F, 0.5F, 0.5F), TYPE_COLOR3, this->dataTable);
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clearColor = Reflection::ReflectionProperty<Color4>("ClearColor", Color4(0.0F, 0.0F, 0.0F, 0.0F), TYPE_COLOR4, this->dataTable);
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lighting.setTime(G3D::toSeconds(2, 00, 00, PM));
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// Maybe this is Top and Bottom Ambient?
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lighting.ambient = topAmbient.getValue();
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lighting.lightColor = bottomAmbient.getValue();
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sky = Sky::create(NULL, ExePath() + "/content/sky/");
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}
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LightingInstance::~LightingInstance(void)
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{
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sky->~Sky();
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}
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// Getters
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G3D::SkyRef LightingInstance::getSky()
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{
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return sky;
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}
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G3D::LightingParameters LightingInstance::getLightingParameters()
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{
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return lighting;
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}
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// Functions
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void LightingInstance::suppressSky(bool doSuppress)
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{
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_hideSky = doSuppress;
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}
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void LightingInstance::update(RenderDevice* rd)
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{
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if(!_hideSky) {
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rd->clear(sky.isNull(), true, true);
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if (sky.notNull()) sky->render(rd, lighting);
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} else {
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rd->setColorClearValue(clearColor.getValue());
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rd->clear(true, true, true);
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suppressSky(false);
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}
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// Setup lighting
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rd->enableLighting();
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rd->setShadeMode(RenderDevice::SHADE_SMOOTH);
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rd->setAmbientLightColor(Color3(1,1,1));
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rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor, true, true));
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rd->setAmbientLightColor(lighting.ambient);
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rd->beforePrimitive();
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CoordinateFrame forDraw = rd->getObjectToWorldMatrix();
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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parentDataModel->getWorkspace()->render(rd);
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parentDataModel->getWorkspace()->renderName(rd);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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rd->setObjectToWorldMatrix(forDraw);
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rd->afterPrimitive();
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// TODO implement
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//parentDataModel->getSelectionService()->render(rd);
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// TODO Mouse and tool will be handled by datamodel
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//g_usableApp->tool->render(rd, g_usableApp->mouse);
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rd->disableLighting();
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drawEffects(rd);
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}
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void LightingInstance::drawEffects(RenderDevice* rd)
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{
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if (sky.notNull()) {
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sky->renderLensFlare(rd, lighting);
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}
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}
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