From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- .../nel/animated__lightmap_8cpp-source.html | 214 +++++++++++++++++++++ 1 file changed, 214 insertions(+) create mode 100644 docs/doxygen/nel/animated__lightmap_8cpp-source.html (limited to 'docs/doxygen/nel/animated__lightmap_8cpp-source.html') diff --git a/docs/doxygen/nel/animated__lightmap_8cpp-source.html b/docs/doxygen/nel/animated__lightmap_8cpp-source.html new file mode 100644 index 00000000..5ca1bf08 --- /dev/null +++ b/docs/doxygen/nel/animated__lightmap_8cpp-source.html @@ -0,0 +1,214 @@ + + + + nevrax.org : docs + + + + + + + + + + + + + + +
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animated_lightmap.cpp

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00001 
+00007 /* Copyright, 2001 Nevrax Ltd.
+00008  *
+00009  * This file is part of NEVRAX NEL.
+00010  * NEVRAX NEL is free software; you can redistribute it and/or modify
+00011  * it under the terms of the GNU General Public License as published by
+00012  * the Free Software Foundation; either version 2, or (at your option)
+00013  * any later version.
+00014 
+00015  * NEVRAX NEL is distributed in the hope that it will be useful, but
+00016  * WITHOUT ANY WARRANTY; without even the implied warranty of
+00017  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+00018  * General Public License for more details.
+00019 
+00020  * You should have received a copy of the GNU General Public License
+00021  * along with NEVRAX NEL; see the file COPYING. If not, write to the
+00022  * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
+00023  * MA 02111-1307, USA.
+00024  */
+00025 
+00026 #include "std3d.h"
+00027 
+00028 #include "3d/animated_lightmap.h"
+00029 #include "nel/misc/common.h"
+00030 
+00031 using namespace NLMISC;
+00032 
+00033 namespace NL3D
+00034 {
+00035 
+00036 
+00037 // ***************************************************************************
+00038 // ***************************************************************************
+00039 // ***************************************************************************
+00040 // ***************************************************************************
+00041 
+00042 
+00043 // ***************************************************************************
+00044 CAnimatedLightmap::CAnimatedLightmap()
+00045 {
+00046         // IAnimatable.
+00047         IAnimatable::resize( AnimValueLast );
+00048 
+00049         _DefaultFactor.setValue( CRGBA(255,0,255,255) );
+00050         _Factor.affect( _DefaultFactor.getValue() );
+00051 }
+00052 
+00053 // ***************************************************************************
+00054 /*void  CAnimatedLightmap::update()
+00055 {
+00056         if( isTouched(OwnerBit) )
+00057         {
+00058                 // well, just update all...  :)
+00059 
+00060                 // diffuse part.
+00061                 CRGBA   diff= _Diffuse.Value;
+00062                 sint c= (sint)(_Opacity.Value*255);
+00063                 clamp(c, 0, 255);
+00064                 diff.A= c;
+00065 
+00066                 // setup material.
+00067                 _Lightmap->setLighting(true, _Emissive.Value, _Ambient.Value, diff, _Specular.Value, _Shininess.Value);
+00068 
+00069                 // clear flags.
+00070                 clearFlag(AmbientValue);
+00071                 clearFlag(DiffuseValue);
+00072                 clearFlag(SpecularValue);
+00073                 clearFlag(ShininessValue);
+00074                 clearFlag(EmissiveValue);
+00075                 clearFlag(OpacityValue);
+00076 
+00077 
+00078                 // Texture Anim.
+00079                 if(isTouched(TextureValue))
+00080                 {
+00081                         nlassert(_LightmapBase);
+00082 
+00083                         uint32  id= _Texture.Value;
+00084                         if(_LightmapBase->validAnimatedTexture(id))
+00085                         {
+00086                                 _Lightmap->setTexture(0, _LightmapBase->getAnimatedTexture(id) );
+00087                         }
+00088                         clearFlag(TextureValue);
+00089                 }
+00090 
+00091 
+00092                 // We are OK!
+00093                 IAnimatable::clearFlag(OwnerBit);
+00094         }
+00095 }*/
+00096 
+00097 
+00098 // ***************************************************************************
+00099 IAnimatedValue* CAnimatedLightmap::getValue (uint valueId)
+00100 {
+00101         switch(valueId)
+00102         {
+00103         case FactorValue: return &_Factor;
+00104         };
+00105 
+00106         // should not be here!!
+00107         nlstop;
+00108         return NULL;
+00109 }
+00110 // ***************************************************************************
+00111 const char *CAnimatedLightmap::getValueName (uint valueId) const
+00112 {
+00113         switch(valueId)
+00114         {
+00115         case FactorValue: nlstop; return "???";
+00116         };
+00117 
+00118         // should not be here!!
+00119         nlstop;
+00120         return "";
+00121 }
+00122 // ***************************************************************************
+00123 ITrack* CAnimatedLightmap::getDefaultTrack (uint valueId)
+00124 {
+00125         //nlassert(_LightmapBase);
+00126 
+00127         switch(valueId)
+00128         {
+00129         case FactorValue: return        &_DefaultFactor;
+00130         };
+00131 
+00132         // should not be here!!
+00133         nlstop;
+00134         return NULL;
+00135 }
+00136 // ***************************************************************************
+00137 void    CAnimatedLightmap::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)
+00138 {
+00139         // For CAnimatedLightmap, channels are detailled (Lightmap rendered after clip)!
+00140         addValue(chanMixer, FactorValue, OwnerBit, prefix, true);
+00141 
+00142 }
+00143 
+00144 
+00145 } // NL3D
+
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