OpenSceneGraph/src/osgPlugins/3ds/shadow.cpp

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/*
* The 3D Studio File Format Library
* Copyright (C) 1996-2001 by J.E. Hoffmann <je-h@gmx.net>
* All rights reserved.
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public
* License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
* $Id$
*/
#define LIB3DS_EXPORT
#include "shadow.h"
#include "chunk.h"
#include "readwrite.h"
#include <math.h>
/*!
* \defgroup shadow Shadow Map Settings
*
* \author J.E. Hoffmann <je-h@gmx.net>
*/
/*!
* \ingroup shadow
*/
Lib3dsBool
lib3ds_shadow_read(Lib3dsShadow *shadow, FILE *f)
{
Lib3dsChunk c;
if (!lib3ds_chunk_read(&c, f)) {
return(LIB3DS_FALSE);
}
switch (c.chunk) {
case LIB3DS_SHADOW_MAP_SIZE:
{
shadow->map_size=lib3ds_intw_read(f);
}
break;
case LIB3DS_LO_SHADOW_BIAS:
{
shadow->lo_bias=lib3ds_float_read(f);
}
break;
case LIB3DS_HI_SHADOW_BIAS:
{
shadow->hi_bias=lib3ds_float_read(f);
}
break;
case LIB3DS_SHADOW_SAMPLES:
{
shadow->samples=lib3ds_intw_read(f);
}
break;
case LIB3DS_SHADOW_RANGE:
{
shadow->range=lib3ds_intd_read(f);
}
break;
case LIB3DS_SHADOW_FILTER:
{
shadow->filter=lib3ds_float_read(f);
}
break;
case LIB3DS_RAY_BIAS:
{
shadow->ray_bias=lib3ds_float_read(f);
}
break;
}
return(LIB3DS_TRUE);
}
/*!
* \ingroup shadow
*/
Lib3dsBool
lib3ds_shadow_write(Lib3dsShadow *shadow, FILE *f)
{
if (fabs(shadow->lo_bias)>LIB3DS_EPSILON) { /*---- LIB3DS_LO_SHADOW_BIAS ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_LO_SHADOW_BIAS;
c.size=10;
lib3ds_chunk_write(&c,f);
lib3ds_float_write(shadow->lo_bias,f);
}
if (fabs(shadow->hi_bias)>LIB3DS_EPSILON) { /*---- LIB3DS_HI_SHADOW_BIAS ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_HI_SHADOW_BIAS;
c.size=10;
lib3ds_chunk_write(&c,f);
lib3ds_float_write(shadow->hi_bias,f);
}
if (shadow->map_size) { /*---- LIB3DS_SHADOW_MAP_SIZE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_SHADOW_MAP_SIZE;
c.size=8;
lib3ds_chunk_write(&c,f);
lib3ds_intw_write(shadow->map_size,f);
}
if (shadow->samples) { /*---- LIB3DS_SHADOW_SAMPLES ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_SHADOW_SAMPLES;
c.size=8;
lib3ds_chunk_write(&c,f);
lib3ds_intw_write(shadow->samples,f);
}
if (shadow->range) { /*---- LIB3DS_SHADOW_RANGE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_SHADOW_RANGE;
c.size=10;
lib3ds_chunk_write(&c,f);
lib3ds_intd_write(shadow->range,f);
}
if (fabs(shadow->filter)>LIB3DS_EPSILON) { /*---- LIB3DS_SHADOW_FILTER ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_SHADOW_FILTER;
c.size=10;
lib3ds_chunk_write(&c,f);
lib3ds_float_write(shadow->filter,f);
}
if (fabs(shadow->ray_bias)>LIB3DS_EPSILON) { /*---- LIB3DS_RAY_BIAS ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_RAY_BIAS;
c.size=10;
lib3ds_chunk_write(&c,f);
lib3ds_float_write(shadow->ray_bias,f);
}
return(LIB3DS_TRUE);
}
/*!
\typedef Lib3dsShadow
\ingroup shadow
\sa _Lib3dsShadow
*/