179 lines
6.7 KiB
C++
Executable File
179 lines
6.7 KiB
C++
Executable File
// Filename: polylightEffect.cxx
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// Created by: sshodhan (02Jun04)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "polylightEffect.h"
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#include "polylightNode.h"
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#include "config_pgraph.h"
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#include "nodePath.h"
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#include "pmap.h"
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#include "colorScaleAttrib.h"
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#include <math.h>
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TypeHandle PolylightEffect::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::make
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// Access: Published, Static
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// Description: Constructs a new PolylightEffect object.
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////////////////////////////////////////////////////////////////////
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CPT(RenderEffect) PolylightEffect::
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make() {
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PolylightEffect *effect = new PolylightEffect;
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effect->enable();
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effect->set_contrib(CPROXIMAL);
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effect->set_weight(0.9);
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effect->_effect_center = LPoint3f(0.0,0.0,0.0);
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return return_new(effect);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::do_poly_light
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// Access: Public
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// Description: Gets the node's position and based on distance from
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// lights in the lightgroup calculates the color to be modulated in
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////////////////////////////////////////////////////////////////////
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CPT(RenderAttrib) PolylightEffect::
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do_poly_light(const CullTraverserData *data, const TransformState *node_transform) const {
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bool no_lights_closeby = false;
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float r,g,b; // To hold the color calculation
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float dist; // To calculate the distance of each light from the node
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float light_scale = 1.0; // Variable to calculate attenuation
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float fd; // Variable for quadratic attenuation
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float Rcollect = 0.0,Gcollect = 0.0,Bcollect = 0.0; // Color variables
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int num_lights = 0; // Keep track of number of lights for division
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r = 1.0;
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g = 1.0;
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b = 1.0;
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if (is_enabled()) {
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LIGHTGROUP::const_iterator light_iter;
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// Cycle through all the lights in this effect's lightgroup
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for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
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const PolylightNode *light = DCAST(PolylightNode,light_iter->second.node());
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// light holds the current PolylightNode
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if (light->is_enabled()) { // if enabled get all the properties
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float light_radius = light->get_radius();
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PolylightNode::Attenuation_Type light_attenuation = light->get_attenuation();
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float light_a0 = light->get_a0();
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float light_a1 = light->get_a1();
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float light_a2 = light->get_a2();
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if (light_a0 == 0 && light_a1 == 0 && light_a2 == 0) { // To prevent division by zero
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light_a0 = 1.0;
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}
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Colorf light_color;
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if (light->is_flickering()) { // If flickering, modify color
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light_color = light->flicker();
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} else {
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light_color = light->get_color_scenegraph();
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}
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// Calculate the distance of the node from the light
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//dist = light_iter->second->get_distance(data->_node_path.get_node_path());
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const NodePath lightnp = light_iter->second;
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LPoint3f point = data->_node_path.get_node_path().get_relative_point(lightnp,
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light->get_pos());
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dist = (point - _effect_center).length();
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if (dist < light_radius) { // If node is in range of this light
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if (light_attenuation == PolylightNode::ALINEAR) {
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light_scale = (light_radius - dist)/light_radius;
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} else if (light_attenuation == PolylightNode::AQUADRATIC) {
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fd = 1.0 / (light_a0 + light_a1 * dist + light_a2 * dist * dist);
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if (fd < 1.0) {
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light_scale = fd;
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} else {
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light_scale = 1.0;
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}
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} else {
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light_scale = 1.0;
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}
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// Keep accumulating each lights contribution... we divide by
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// number of lights later.
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Rcollect += light_color[0] * light_scale;
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Gcollect += light_color[1] * light_scale;
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Bcollect += light_color[2] * light_scale;
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num_lights++;
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} // if dist< radius
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} // if light is enabled
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} // for all lights
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if ( _contribution_type == CALL) {
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// Sometimes to prevent snapping of color at light volume boundaries
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// just divide total contribution by all the lights in the effect
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// whether or not they contribute color
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num_lights = _lightgroup.size();
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}
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if (num_lights == 0) {
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no_lights_closeby = true;
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num_lights = 1;
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}
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Rcollect /= num_lights;
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Gcollect /= num_lights;
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Bcollect /= num_lights;
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if (!no_lights_closeby) {
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//r = 1.0 + ((1.0 - _weight) + Rcollect * _weight);
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//g = 1.0 + ((1.0 - _weight) + Gcollect * _weight);
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//b = 1.0 + ((1.0 - _weight) + Bcollect * _weight);
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r = _weight + Rcollect;
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g = _weight + Gcollect;
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b = _weight + Bcollect;
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}
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}
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return ColorScaleAttrib::make(LVecBase4f(r, g, b, 1.0));
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::compare_to_impl
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// Access: Protected, Virtual
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// Description: Intended to be overridden by derived PolylightEffect
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// types to return a unique number indicating whether
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// this PolylightEffect is equivalent to the other one.
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//
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// This should return 0 if the two PolylightEffect objects
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// are equivalent, a number less than zero if this one
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// should be sorted before the other one, and a number
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// greater than zero otherwise.
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//
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// This will only be called with two PolylightEffect
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// objects whose get_type() functions return the same.
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////////////////////////////////////////////////////////////////////
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int PolylightEffect::
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compare_to_impl(const RenderEffect *other) const {
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const PolylightEffect *ta;
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DCAST_INTO_R(ta, other, 0);
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if (_enabled != ta->_enabled) {
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return _enabled ? 1 : -1;
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}
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if (_contribution_type != ta->_contribution_type) {
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return _contribution_type < ta->_contribution_type ? -1 : 1;
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}
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if (_weight != ta->_weight) {
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return _weight < ta->_weight ? -1 :1;
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}
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if (_lightgroup != ta->_lightgroup) {
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return _lightgroup < ta->_lightgroup ? -1 : 1;
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}
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return 0;
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}
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