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→Lighting Project
Name: Andrei Kopytov
Seneca e-mail address: [mailto:akopytov@learn.senecac.onmyseneca.ca akopytov@learn.senecac.onmyseneca.ca]
== Lighting Project==<h3>NOTE: This project used the Winter 2011 version of the game framework, which has since been extensively modified. The majority of these instructions are outdated and invalid.</h3>
Instructions to incorporate advanced lighting into your game:<br />
Download the full working solution here:[http://matrix.senecac.on.ca/~satijas/Lighting_-_Full_Solution.zip Download]<br />
OR<br />
Download just the files that have changes relevant to lighting here:[http://matrix.senecac.on.ca/~satijas/Lighting.zip Download]<br />
<h3>WARNING: This Feature has been implemented using solution 28. Modification and additional coding may be required to prior and later solutions.</h3>
Copy from the files or manually code the following:<br />
<b>Configuration.h</b>
*Increase the MAX_STR_ARRAYS macro by 1 (Line 46)
*Add two more elements to the Integer enum: GF_NO_ALGS and GF_DF_ALGO (Line 88-89)
*Add an element to the StrArray enum: GF_LITDESC (Line 127)
*Create a macro called LIGHT_DESCRIPTIONS (Line 331)
*Create an enum called LightAlgorithm (Line 389)
<b>Context.cpp</b>
*Allocate memory for str array and set it to LIGHT_DESCRIPTIONS (Line 67-69)
*Set the GF_NO_ALGS element to the number of algorithms (Line 70)
<b>iUserDialog.h</b>
*Add virtual void populateLightingList(void*) = 0; to the interface (Line 29)
<b>UserDialog.h</b>
*Add a wchar_t variable to store the lighting description (Line 34)
*Add void populateLightingList(void*); to the header file (Line 54)
<b>UserDialog.cpp</b>
*Set the previously created wchar_t variable to an empty string (Line 48)
*Call the populateLightingList(hwnd) function in populateUserDialog (Line 88)
*Create the void populateLightingList(void*) function (Line 150-161)
*Retrieve the selected algorithm and set its index into GF_DF_ALGO (Line 581-585)
*Store the lighting description inside of the wchar_t variable (Line 594)
<b>iObject.h</b>
*Declare the LightAlgorithm enum (Line 26)
*Declare the get and set functions for the input variables, remove the parameter from power() (Line 43-50)
<b>Object.h</b>
*Change the shine variable from float* to float (Line 41)
*Add a float variable for roughness (Line 42)
*Add a float variable for index of refraction (Line 43)
*Add a LightAlgorithm variable that will store the index of the algorithm to be used for the object (Line 45)
*Add a static iContext* variable under the protected list of variables (Line 58)
*Add the void hasContext(iContext* c) function to the Object class (Line 67)
*Remove the static iContext* variables from the derived classes (Line 138, 174, 196, 214)
*Define the get and set functions (Line 78-85)
<b>Object.cpp</b>
*Set the iContext* variable to NULL (Line 37)
*Remove the iContext* variables from the derived classes (Line 389, 475, 552, 572)
*Set the default values for shine, roughness and index (Line 65-67)
*Call the setAlgorithm function, passing in the value of GF_DF_ALGO (Line 69)
*Remove the code that initializes the shine variable's subsets, as it is no longer an array (Line 72-75)
*Set roughness and index variables to NULL (Line 113-114)
*Remove the conditional statement that deletes a shine array (Line 134-137)
*Set the input variables and algorithm to the values from the object being copied (Line 152-154, 156)
*Remove the code that instantiates shine as a new array (Line 168-172)
*Remove the code that destroys the shine array (Line 282-283)
<b>Scene.cpp</b>
*Pass the context to the Object class, and remove the code that passes the context to derived classes (Line 47-50)
<b>Dialog.rc</b>
*Add a drop down list box with ID IDC_LIT
<b>WindowSettings.h</b>
*Define a macro IDC_LIT with the next available ID number
************************ Lighting Documentation v1.00 02 ************************
* Lighting with the programmable graphics pipeline currently requires the use of
* the effects framework and works on the object level. This means the algorithm
* ==========================================================================
*
* For more information on lighting, check out: http://wikicontent.gamedevgpwiki.netorg/index.php/D3DBook:Lighting(accessed May 13, 2013)