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Initial commit of Command & Conquer Renegade source code.
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177
Code/Tools/LevelEdit/LightAmbientForm.cpp
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177
Code/Tools/LevelEdit/LightAmbientForm.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (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, see <http://www.gnu.org/licenses/>.
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*/
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// LightAmbientFormClass.cpp : implementation file
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//
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#include "Stdafx.H"
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#include "LevelEdit.H"
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#include "LightAmbientForm.H"
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#include "Vector3.H"
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#include "Utils.H"
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#include "SceneEditor.H"
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#include "rendobj.h"
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#include "phys.h"
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#include "colorpickerdialogclass.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// Forward declarations
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/////////////////////////////////////////////////////////////////////////////
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void ColorUpdateCallback (int red, int green, int blue, void *arg);
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/////////////////////////////////////////////////////////////////////////////
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//
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// LightAmbientFormClass
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//
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/////////////////////////////////////////////////////////////////////////////
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LightAmbientFormClass::LightAmbientFormClass()
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: m_ColorForm (NULL),
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DockableFormClass(LightAmbientFormClass::IDD)
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{
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//{{AFX_DATA_INIT(LightAmbientFormClass)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// ~LightAmbientFormClass
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//
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LightAmbientFormClass::~LightAmbientFormClass()
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{
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// DoDataExchange
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//
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void
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LightAmbientFormClass::DoDataExchange (CDataExchange* pDX)
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{
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DockableFormClass::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(LightAmbientFormClass)
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//}}AFX_DATA_MAP
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return ;
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}
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BEGIN_MESSAGE_MAP(LightAmbientFormClass, DockableFormClass)
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//{{AFX_MSG_MAP(LightAmbientFormClass)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// LightAmbientFormClass diagnostics
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#ifdef _DEBUG
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void LightAmbientFormClass::AssertValid() const
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{
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DockableFormClass::AssertValid();
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}
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void LightAmbientFormClass::Dump(CDumpContext& dc) const
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{
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DockableFormClass::Dump(dc);
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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//
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// HandleInitDialog
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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LightAmbientFormClass::HandleInitDialog (void)
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{
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//
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// Create the color picker
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//
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m_ColorForm = Create_Color_Picker_Form (m_hWnd, 0, 0, 0);
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Set_Update_Callback (m_ColorForm, ColorUpdateCallback);
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::ShowWindow (m_ColorForm, SW_SHOW);
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Update_Settings ();
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return ;
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}
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//////////////////////////////////////////////////////////////
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//
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// Update_Settings
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//
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//////////////////////////////////////////////////////////////
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void
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LightAmbientFormClass::Update_Settings (void)
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{
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//
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// Get the current ambient light settings
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//
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Vector3 light_settings = ::Get_Scene_Editor()->Get_Ambient_Light ();
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int red = light_settings.X * 255;
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int green = light_settings.Y * 255;
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int blue = light_settings.Z * 255;
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//
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// Pass these colors onto the form
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//
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Set_Form_Original_Color (m_ColorForm, red, green, blue);
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Set_Form_Color (m_ColorForm, red, green, blue);
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::Get_Scene_Editor ()->Update_Lighting ();
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return ;
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}
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//////////////////////////////////////////////////////////////
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//
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// ColorUpdateCallback
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//
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//////////////////////////////////////////////////////////////
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void
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ColorUpdateCallback (int red, int green, int blue, void *arg)
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{
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//
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// Convert the settings to a vector3
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//
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Vector3 light;
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light.X = ((float)red) / 255;
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light.Y = ((float)green) / 255;
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light.Z = ((float)blue) / 255;
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//
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// Update the scene's abmient light
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//
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::Get_Scene_Editor()->Set_Ambient_Light (light);
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::Get_Scene_Editor()->Update_Lighting ();
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::Refresh_Main_View ();
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return ;
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}
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