Esempio n. 1
0
// Calculate lightning for given model
void shaCalculateLightForSpecular(void)
{
  ASSERT(_paNormals!=NULL);
  _acolVtxColors.PopAll();
  _acolVtxColors.Push(_ctVertices);

  GFXColor colModel   = (GFXColor)_colModel;   // Model color
  GFXColor &colAmbient = (GFXColor)_colAmbient; // Ambient color
  GFXColor &colLight   = (GFXColor)_colLight;   // Light color
  GFXColor &colSurface = (GFXColor)_colConstant; // shader color

  // colModel = MulColors(colModel.r,colSurface.abgr);
  colModel.MultiplyRGBA(colModel,colSurface);

  UBYTE ubColShift = 8;
  SLONG slar = colAmbient.r;
  SLONG slag = colAmbient.g;
  SLONG slab = colAmbient.b;

  if(shaOverBrightningEnabled()) {
    slar = ClampUp(slar,127L);
    slag = ClampUp(slag,127L);
    slab = ClampUp(slab,127L);
    ubColShift = 8;
  } else {
    slar*=2;
    slag*=2;
    slab*=2;
    ubColShift = 7;
  }

  // for each vertex color
  for(INDEX ivx=0;ivx<_ctVertices;ivx++) {
    // calculate vertex light
    FLOAT3D &vNorm = FLOAT3D(_paNormals[ivx].nx,_paNormals[ivx].ny,_paNormals[ivx].nz);
    FLOAT fDot = vNorm % _vLightDir;
    fDot = Clamp(fDot,0.0f,1.0f);
    SLONG slDot = NormFloatToByte(fDot);

    _acolVtxColors[ivx].r = ClampUp(colModel.r * (slar + ((colLight.r * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].g = ClampUp(colModel.g * (slag + ((colLight.g * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].b = ClampUp(colModel.b * (slab + ((colLight.b * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].a = slDot;//colModel.a;//slDot;
  }
  // Set current wertex array 
  _pcolVtxColors = &_acolVtxColors[0];
}
Esempio n. 2
0
static INDEX SliderPixToIndex(PIX pixOffset, INDEX iVisible, INDEX iTotal, PIXaabbox2D boxFull)
{
  FLOAT fSize = ClampUp(FLOAT(iVisible)/iTotal, 1.0f);
  PIX pixFull = boxFull.Size()(2);
  PIX pixSize = PIX(pixFull*fSize);
  if (pixSize>=boxFull.Size()(2)) {
    return 0;
  }
  return (iTotal*pixOffset)/pixFull;
}
Esempio n. 3
0
static PIXaabbox2D GetSliderBox(INDEX iFirst, INDEX iVisible, INDEX iTotal,
  PIXaabbox2D boxFull)
{
  FLOAT fSize = ClampUp(FLOAT(iVisible)/iTotal, 1.0f);
  PIX pixFull = boxFull.Size()(2);
  PIX pixSize = PIX(pixFull*fSize);
  pixSize = ClampDn(pixSize, boxFull.Size()(1));
  PIX pixTop = pixFull*(FLOAT(iFirst)/iTotal)+boxFull.Min()(2);
  PIX pixI0 = boxFull.Min()(1);
  PIX pixI1 = boxFull.Max()(1);
  return PIXaabbox2D(PIX2D(pixI0, pixTop), PIX2D(pixI1, pixTop+pixSize));
}
void CCtrlEnumCombo::OnDropdown() 
{
  INDEX ctItems = GetCount();
  if( ctItems == CB_ERR) return;
  
  CRect rectCombo;
  GetWindowRect( &rectCombo);
  
  PIX pixScreenHeight = ::GetSystemMetrics(SM_CYSCREEN);
  PIX pixMaxHeight = pixScreenHeight - rectCombo.top;

  m_pDialog->ScreenToClient( &rectCombo);
  PIX pixNewHeight = GetItemHeight(0)*(ctItems+2);
  rectCombo.bottom = rectCombo.top + ClampUp( pixNewHeight, pixMaxHeight);
  MoveWindow( rectCombo);
}
void CTriangularisationCombo::OnDropdown() 
{
  INDEX ctItems = GetCount();
  if( ctItems == CB_ERR) return;
  
  CRect rectCombo;
  GetWindowRect( &rectCombo);
  
  PIX pixScreenHeight = ::GetSystemMetrics(SM_CYSCREEN);
  PIX pixMaxHeight = pixScreenHeight - rectCombo.top;

  CWnd *pwndParent = GetParent();
  if( pwndParent == NULL) return;
  pwndParent->ScreenToClient( &rectCombo);
  PIX pixNewHeight = GetItemHeight(0)*(ctItems+2);
  rectCombo.bottom = rectCombo.top + ClampUp( pixNewHeight, pixMaxHeight);
  MoveWindow( rectCombo);
}
Esempio n. 6
0
static size_t ogg_read_func  (void *ptr, size_t size, size_t nmemb, void *datasource)
{
  CDecodeData_OGG *pogg = (CDecodeData_OGG *)datasource;
  // calculate how much can be read at most
  SLONG slToRead = size*nmemb;
  SLONG slCurrentPos = ftell(pogg->ogg_fFile)-pogg->ogg_slOffset;
  SLONG slSizeLeft = ClampDn(pogg->ogg_slSize-slCurrentPos, 0L);
  slToRead = ClampUp(slToRead, slSizeLeft);

  // rounded down to the block size
  slToRead/=size;
  slToRead*=size;
  // if there is nothing to read
  if (slToRead<=0) {
    return 0;
  }
  return fread(ptr, size, slToRead/size, pogg->ogg_fFile);
}
Esempio n. 7
0
// scroll buffer up, discarding lines at the start
void CConsole::ScrollBufferUp(INDEX ctLines)
{
  if (this==NULL) {
    return;
  }
  ASSERT(ctLines>0 && ctLines<con_ctLines);
  // move buffer up
  memmove(
    con_strBuffer, 
    con_strBuffer+ctLines*(con_ctCharsPerLine+1),
    (con_ctLines-ctLines)*(con_ctCharsPerLine+1));
  // move buffer up
  memmove(
    con_atmLines, 
    con_atmLines+ctLines,
    (con_ctLines-ctLines)*sizeof(TIME));
  con_ctLinesPrinted = ClampUp(con_ctLinesPrinted+1L, con_ctLines);
  // clear lines at the end
  for(INDEX iLine=con_ctLines-ctLines; iLine<con_ctLines; iLine++) {
    ClearLine(iLine);
  }
}
Esempio n. 8
0
// Calculate lightning for given model
void shaCalculateLight(void)
{
  // if full bright
  if(shaGetFlags()&BASE_FULL_BRIGHT) {
    GFXColor colLight = _colConstant;
    GFXColor colAmbient;
    GFXColor colConstant;
    // is over brightning enabled
    if(shaOverBrightningEnabled()) {
      colAmbient = 0x7F7F7FFF;
    } else {
      colAmbient = 0xFFFFFFFF;
    }
    colConstant.MultiplyRGBA(colLight,colAmbient);
    shaSetConstantColor(ByteSwap(colConstant.abgr));
    // no vertex colors
    return;
  }

  ASSERT(_paNormals!=NULL);
  _acolVtxColors.PopAll();
  _acolVtxColors.Push(_ctVertices);

  GFXColor colModel   = (GFXColor)_colModel;   // Model color
  GFXColor &colAmbient = (GFXColor)_colAmbient; // Ambient color
  GFXColor &colLight   = (GFXColor)_colLight;   // Light color
  GFXColor &colSurface = (GFXColor)_colConstant; // shader color

  colModel.MultiplyRGBA(colModel,colSurface);

  UBYTE ubColShift = 8;
  SLONG slar = colAmbient.r;
  SLONG slag = colAmbient.g;
  SLONG slab = colAmbient.b;

  if(shaOverBrightningEnabled()) {
    slar = ClampUp(slar,127L);
    slag = ClampUp(slag,127L);
    slab = ClampUp(slab,127L);
    ubColShift = 8;
  } else {
    slar*=2;
    slag*=2;
    slab*=2;
    ubColShift = 7;
  }

  // for each vertex color
  for(INDEX ivx=0;ivx<_ctVertices;ivx++) {
    // calculate vertex light
    FLOAT3D &vNorm = FLOAT3D(_paNormals[ivx].nx,_paNormals[ivx].ny,_paNormals[ivx].nz);
    FLOAT fDot = vNorm % _vLightDir;
    fDot = Clamp(fDot,0.0f,1.0f);
    SLONG slDot = NormFloatToByte(fDot);

    _acolVtxColors[ivx].r = ClampUp(colModel.r * (slar + ((colLight.r * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].g = ClampUp(colModel.g * (slag + ((colLight.g * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].b = ClampUp(colModel.b * (slab + ((colLight.b * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].a = colModel.a;//slDot;
  }
  // Set current vertex color array 
  _pcolVtxColors = &_acolVtxColors[0];
}