/* ** 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 #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; } }