/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_SceneEnvironment.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 25355 $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include #include #include #include namespace nw { namespace gfx { //---------------------------------------- void SceneEnvironment::ApplyFrom( const SceneEnvironmentSetting& setting ) { SceneEnvironmentSetting::CameraBinderArray::const_iterator cameraBinderEnd = setting.GetCameraEnd(); for (SceneEnvironmentSetting::CameraBinderArray::const_iterator cameraBinder = setting.GetCameraBegin(); cameraBinder != cameraBinderEnd; ++cameraBinder) { int cameraIndex = (*cameraBinder).index; Camera* camera = (*cameraBinder).camera; NW_MINMAX_ASSERT(cameraIndex, 0, m_Cameras.size()); m_Cameras[cameraIndex] = camera; } SceneEnvironmentSetting::FogBinderArray::const_iterator fogBinderEnd = setting.GetFogEnd(); for (SceneEnvironmentSetting::FogBinderArray::const_iterator fogBinder = setting.GetFogBegin(); fogBinder != fogBinderEnd; ++fogBinder) { int fogIndex = (*fogBinder).index; Fog* fog = (*fogBinder).fog; NW_MINMAX_ASSERT(fogIndex, 0, m_Fogs.size()); m_Fogs[fogIndex] = fog; } SceneEnvironmentSetting::LightSetBinderArray::const_iterator lightSetBinderEnd = setting.GetLightSetEnd(); for (SceneEnvironmentSetting::LightSetBinderArray::const_iterator lightSetBinder = setting.GetLightSetBegin(); lightSetBinder != lightSetBinderEnd; ++lightSetBinder) { int lightSetIndex = (*lightSetBinder).index; LightSet* lightSet = (*lightSetBinder).lightSet.Get(); NW_MINMAX_ASSERT(lightSetIndex, 0, m_LightSets.size()); m_LightSets[lightSetIndex] = lightSet; } } //---------------------------------------- void SceneEnvironment::ClearSettings() { std::fill(this->m_Cameras.begin(), this->m_Cameras.end(), static_cast(NULL)); std::fill(this->m_Fogs.begin(), this->m_Fogs.end(), static_cast(NULL)); std::fill(this->m_LightSets.begin(), this->m_LightSets.end(), static_cast(NULL)); } //---------------------------------------- void SceneEnvironment::Reset() { ResetLightSet(); ResetAmbientLight(); ResetHemiSphereLight(); ResetFragmentLights(); #if defined(NW_GFX_VERTEX_LIGHT_ENABLED) ResetVertexLights(); #endif ResetFog(); m_Camera = NULL; m_CameraIndex = -1; m_CameraDirty = true; } //---------------------------------------- void SceneEnvironment::ResetFragmentLights() { for (int i = 0; i < m_ActiveFragmentLightCount; ++i) { m_FragmentLights[i] = NULL; } m_ActiveFragmentLightCount = 0; m_FragmentLightsDirty = true; } //---------------------------------------- void SceneEnvironment::ResetVertexLights() { for (int i = 0; i < m_ActiveVertexLightCount; ++i) { m_VertexLights[i] = NULL; } m_ActiveVertexLightCount = 0;; m_VertexLightsDirty = true; } //---------------------------------------- void SceneEnvironment::ResetHemiSphereLight() { m_HemiSphereLight = NULL; m_HemiSphereLightDirty = true; } //---------------------------------------- void SceneEnvironment::ResetAmbientLight() { m_AmbientLight = NULL; m_AmbientLightDirty = true; } //---------------------------------------- void SceneEnvironment::ResetCamera() { m_Camera = NULL; m_CameraIndex = -1; m_CameraDirty = true; } //---------------------------------------- void SceneEnvironment::ResetFog() { m_Fog = NULL; m_FogDirty =true; } //---------------------------------------- void SceneEnvironment::ResetLightSet() { m_LightSetIndex = -1; } //---------------------------------------- void SceneEnvironment::SetActiveLightSet(int index) { NW_MINMAX_ASSERT(index, 0, m_LightSets.size()); LightSet* lightSet = this->m_LightSets[index]; // LightSet が NULL の場合は前回の設定をそのまま利用する。 // 同一の LightSet が設定された場合は設定を無視します。 if ((lightSet != NULL) && (m_LightSetIndex != index)) { m_LightSetIndex = index; AmbientLight* ambientLight = lightSet->GetAmbientLight(); if (m_AmbientLight != ambientLight) { m_AmbientLightDirty = true; m_AmbientLight = (ambientLight != NULL && ambientLight->GetResAmbientLight().IsLightEnabled()) ? ambientLight : NULL; } HemiSphereLight* hemiSphereLight = lightSet->GetHemiSphereLight(); if (m_HemiSphereLight != hemiSphereLight) { m_HemiSphereLightDirty = true; m_HemiSphereLight = (hemiSphereLight != NULL && hemiSphereLight->GetResHemiSphereLight().IsLightEnabled()) ? hemiSphereLight : NULL; } #if defined(NW_GFX_VERTEX_LIGHT_ENABLED) m_ActiveVertexLightCount = 0; int vertexLightMaxCount = m_VertexLights.capacity(); VertexLightArray::iterator vertexLightEnd = lightSet->GetVertexLightEnd(); for (VertexLightArray::iterator iter = lightSet->GetVertexLightBegin(); iter != vertexLightEnd; ++iter) { m_VertexLightsDirty = true; if (m_ActiveVertexLightCount == vertexLightMaxCount) { break; } if ((*iter)->GetResVertexLight().IsLightEnabled()) { m_VertexLights[m_ActiveVertexLightCount] = (*iter); ++m_ActiveVertexLightCount; } } #endif m_ActiveFragmentLightCount = 0; FixedFragmentLightArray::iterator fragmentLightEnd = lightSet->GetFragmentLightEnd(); for (FixedFragmentLightArray::iterator iter = lightSet->GetFragmentLightBegin(); iter != fragmentLightEnd; ++iter) { m_FragmentLightsDirty = true; if (m_ActiveFragmentLightCount == LIGHT_COUNT) { break; } if ((*iter)->GetResFragmentLight().IsLightEnabled()) { m_FragmentLights[m_ActiveFragmentLightCount] = (*iter); ++m_ActiveFragmentLightCount; } } } } } // namespace gfx } // namespace nw