forked from bartvdbraak/blender
241 lines
4.2 KiB
C++
241 lines
4.2 KiB
C++
/*
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can [0]istribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Converter/BlenderWorldInfo.cpp
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* \ingroup bgeconv
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*/
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#include <stdio.h> // printf()
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#include "BlenderWorldInfo.h"
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#include "KX_BlenderGL.h"
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/* This little block needed for linking to Blender... */
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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/* This list includes only data type definitions */
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#include "DNA_object_types.h"
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#include "DNA_material_types.h"
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#include "DNA_image_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_group_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_property_types.h"
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#include "DNA_text_types.h"
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#include "DNA_sensor_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_actuator_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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#include "DNA_screen_types.h"
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#include "BLI_math.h"
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#include "BKE_global.h"
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/* end of blender include block */
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BlenderWorldInfo::BlenderWorldInfo(struct Scene *blenderscene, struct World* blenderworld)
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{
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if (blenderworld)
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{
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m_hasworld = true;
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// do we have mist?
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if ((blenderworld->mode) & WO_MIST)
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{
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m_hasmist = true;
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m_miststart = blenderworld->miststa;
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m_mistdistance = blenderworld->mistdist;
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copy_v3_v3(m_mistcolor, &blenderworld->horr);
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}
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else
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{
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m_hasmist = false;
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m_miststart = 0.0;
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m_mistdistance = 0.0;
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zero_v3(m_mistcolor);
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}
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copy_v3_v3(m_backgroundcolor, &blenderworld->horr);
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copy_v3_v3(m_ambientcolor, &blenderworld->ambr);
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if(blenderscene->r.color_mgt_flag & R_COLOR_MANAGEMENT) {
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linearrgb_to_srgb_v3_v3(m_mistcolor, m_mistcolor);
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linearrgb_to_srgb_v3_v3(m_backgroundcolor, m_backgroundcolor);
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linearrgb_to_srgb_v3_v3(m_ambientcolor, m_ambientcolor);
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}
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}
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else
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{
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m_hasworld = false;
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}
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}
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BlenderWorldInfo::~BlenderWorldInfo()
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{
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}
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bool BlenderWorldInfo::hasWorld()
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{
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return m_hasworld;
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}
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bool BlenderWorldInfo::hasMist()
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{
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return m_hasmist;
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}
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float BlenderWorldInfo::getBackColorRed()
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{
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return m_backgroundcolor[0];
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}
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float BlenderWorldInfo::getBackColorGreen()
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{
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return m_backgroundcolor[1];
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}
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float BlenderWorldInfo::getBackColorBlue()
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{
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return m_backgroundcolor[2];
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}
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float BlenderWorldInfo::getAmbientColorRed()
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{
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return m_ambientcolor[0];
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}
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float BlenderWorldInfo::getAmbientColorGreen()
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{
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return m_ambientcolor[1];
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}
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float BlenderWorldInfo::getAmbientColorBlue()
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{
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return m_ambientcolor[2];
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}
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float BlenderWorldInfo::getMistStart()
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{
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return m_miststart;
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}
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float BlenderWorldInfo::getMistDistance()
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{
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return m_mistdistance;
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}
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float BlenderWorldInfo::getMistColorRed()
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{
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return m_mistcolor[0];
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}
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float BlenderWorldInfo::getMistColorGreen()
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{
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return m_mistcolor[1];
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}
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float BlenderWorldInfo::getMistColorBlue()
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{
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return m_mistcolor[2];
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}
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void BlenderWorldInfo::setBackColor(float r, float g, float b)
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{
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m_backgroundcolor[0] = r;
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m_backgroundcolor[1] = g;
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m_backgroundcolor[2] = b;
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}
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void
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BlenderWorldInfo::setMistStart(
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float d
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) {
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m_miststart = d;
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}
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void
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BlenderWorldInfo::setMistDistance(
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float d
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) {
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m_mistdistance = d;
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}
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void
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BlenderWorldInfo::setMistColorRed(
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float d
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) {
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m_mistcolor[0] = d;
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}
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void
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BlenderWorldInfo::setMistColorGreen(
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float d
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) {
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m_mistcolor[1] = d;
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}
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void
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BlenderWorldInfo::setMistColorBlue(
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float d
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) {
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m_mistcolor[2] = d;
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}
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