OpenSceneGraph/src/osgPlugins/3ds/lib3ds/lib3ds_shadow.c
Robert Osfield 6773aca87a From Sukender,
"Here is our freshly baked 3DS reader/writer (named 'v0.5' to differentiate from previous one). Changes are against trunk rev. 10819.
Short changelog (from rev 10819):
- Added 3DS writer
- Sync'd with latest lib3DS
- Added options, especially "flattenMatrixTransforms" to get the "old" behaviour (else the reader correctly maps to OSG the transforms from the 3DS file).

What should be done:
- Check with pivot points, with and without "flattenMatrixTransforms" option.
- We ran tests on it, but we can never be 100% sure there is no bug. Testing from the community would of course be helpful."
2009-12-04 11:31:04 +00:00

97 lines
2.9 KiB
C

/*
Copyright (C) 1996-2008 by Jan Eric Kyprianidis <www.kyprianidis.com>
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.
Thisprogram 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, see <http://www.gnu.org/licenses/>.
*/
#include "lib3ds_impl.h"
void
lib3ds_shadow_read(Lib3dsShadow *shadow, Lib3dsIo *io) {
Lib3dsChunk c;
lib3ds_chunk_read(&c, io);
switch (c.chunk) {
case CHK_SHADOW_MAP_SIZE: {
shadow->map_size = lib3ds_io_read_intw(io);
break;
}
case CHK_LO_SHADOW_BIAS: {
shadow->low_bias = lib3ds_io_read_float(io);
break;
}
case CHK_HI_SHADOW_BIAS: {
shadow->hi_bias = lib3ds_io_read_float(io);
break;
}
case CHK_SHADOW_FILTER: {
shadow->filter = lib3ds_io_read_float(io);
break;
}
case CHK_RAY_BIAS: {
shadow->ray_bias = lib3ds_io_read_float(io);
break;
}
}
}
void
lib3ds_shadow_write(Lib3dsShadow *shadow, Lib3dsIo *io) {
if (fabs(shadow->low_bias) > LIB3DS_EPSILON) { /*---- CHK_LO_SHADOW_BIAS ----*/
Lib3dsChunk c;
c.chunk = CHK_LO_SHADOW_BIAS;
c.size = 10;
lib3ds_chunk_write(&c, io);
lib3ds_io_write_float(io, shadow->low_bias);
}
if (fabs(shadow->hi_bias) > LIB3DS_EPSILON) { /*---- CHK_HI_SHADOW_BIAS ----*/
Lib3dsChunk c;
c.chunk = CHK_HI_SHADOW_BIAS;
c.size = 10;
lib3ds_chunk_write(&c, io);
lib3ds_io_write_float(io, shadow->hi_bias);
}
if (shadow->map_size) { /*---- CHK_SHADOW_MAP_SIZE ----*/
Lib3dsChunk c;
c.chunk = CHK_SHADOW_MAP_SIZE;
c.size = 8;
lib3ds_chunk_write(&c, io);
lib3ds_io_write_intw(io, shadow->map_size);
}
if (fabs(shadow->filter) > LIB3DS_EPSILON) { /*---- CHK_SHADOW_FILTER ----*/
Lib3dsChunk c;
c.chunk = CHK_SHADOW_FILTER;
c.size = 10;
lib3ds_chunk_write(&c, io);
lib3ds_io_write_float(io, shadow->filter);
}
if (fabs(shadow->ray_bias) > LIB3DS_EPSILON) { /*---- CHK_RAY_BIAS ----*/
Lib3dsChunk c;
c.chunk = CHK_RAY_BIAS;
c.size = 10;
lib3ds_chunk_write(&c, io);
lib3ds_io_write_float(io, shadow->ray_bias);
}
}