gzdoom/src/cycler.cpp
Christoph Oelckers ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00

176 lines
4.5 KiB
C++

/*
** gl_cycler.cpp
** Implements the cycler for dynamic lights and texture shaders.
**
**---------------------------------------------------------------------------
** Copyright 2003 Timothy Stump
** Copyright 2006 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <math.h>
#include "serializer.h"
#include "cycler.h"
//==========================================================================
//
// This will never be called with a null-def, so don't bother with that case.
//
//==========================================================================
FSerializer &Serialize(FSerializer &arc, const char *key, FCycler &c, FCycler *def)
{
if (arc.BeginObject(key))
{
arc("start", c.m_start, def->m_start)
("end", c.m_end, def->m_end)
("current", c.m_current, def->m_current)
("time", c.m_time, def->m_time)
("cycle", c.m_cycle, def->m_cycle)
("increment", c.m_increment, def->m_increment)
("shouldcycle", c.m_shouldCycle, def->m_shouldCycle)
.Enum("type", c.m_cycleType)
.EndObject();
}
return arc;
}
//==========================================================================
//
//
//
//==========================================================================
FCycler::FCycler()
{
m_cycle = 0.;
m_cycleType = CYCLE_Linear;
m_shouldCycle = false;
m_start = m_current = 0.;
m_end = 0.;
m_increment = true;
}
//==========================================================================
//
//
//
//==========================================================================
void FCycler::SetParams(double start, double end, double cycle, bool update)
{
if (!update || cycle != m_cycle)
{
m_cycle = cycle;
m_time = 0.;
m_increment = true;
m_current = start;
}
else
{
// When updating and keeping the same cycle, scale the current light size to the new dimensions.
double fact = (m_current - m_start) / (m_end - m_start);
m_current = start + fact *(end - start);
}
m_start = start;
m_end = end;
}
//==========================================================================
//
//
//
//==========================================================================
void FCycler::Update(double diff)
{
double mult, angle;
double step = m_end - m_start;
if (!m_shouldCycle)
{
return;
}
m_time += diff;
if (m_time >= m_cycle)
{
m_time = m_cycle;
}
mult = m_time / m_cycle;
switch (m_cycleType)
{
case CYCLE_Linear:
if (m_increment)
{
m_current = m_start + (step * mult);
}
else
{
m_current = m_end - (step * mult);
}
break;
case CYCLE_Sin:
angle = double(M_PI * 2. * mult);
mult = g_sin(angle);
mult = (mult + 1.) / 2.;
m_current = m_start + (step * mult);
break;
case CYCLE_Cos:
angle = double(M_PI * 2. * mult);
mult = g_cos(angle);
mult = (mult + 1.) / 2.;
m_current = m_start + (step * mult);
break;
case CYCLE_SawTooth:
m_current = m_start + (step * mult);
break;
case CYCLE_Square:
if (m_increment)
{
m_current = m_start;
}
else
{
m_current = m_end;
}
break;
}
if (m_time == m_cycle)
{
m_time = 0.;
m_increment = !m_increment;
}
}