open_toontown_panda3d/panda/src/pgraphnodes/fadeLodNode.cxx

429 lines
16 KiB
C++
Executable File

// Filename: fadeLodNode.cxx
// Created by: sshodhan (14Jun04)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "fadeLodNode.h"
#include "fadeLodNodeData.h"
#include "cullTraverserData.h"
#include "cullTraverser.h"
#include "clockObject.h"
#include "colorScaleAttrib.h"
#include "depthWriteAttrib.h"
#include "transparencyAttrib.h"
#include "cullBinAttrib.h"
#include "depthOffsetAttrib.h"
TypeHandle FadeLODNode::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
FadeLODNode::
FadeLODNode(const string &name) :
LODNode(name)
{
set_cull_callback();
_fade_time = lod_fade_time;
_fade_bin_name = lod_fade_bin_name;
_fade_bin_draw_order = lod_fade_bin_draw_order;
_fade_state_override = lod_fade_state_override;
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::Copy Constructor
// Access: Protected
// Description:
////////////////////////////////////////////////////////////////////
FadeLODNode::
FadeLODNode(const FadeLODNode &copy) :
LODNode(copy)
{
_fade_time = copy._fade_time;
_fade_bin_name = copy._fade_bin_name;
_fade_bin_draw_order = copy._fade_bin_draw_order;
_fade_state_override = copy._fade_state_override;
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::make_copy
// Access: Public, Virtual
// Description: Returns a newly-allocated Node that is a shallow copy
// of this one. It will be a different Node pointer,
// but its internal data may or may not be shared with
// that of the original Node.
////////////////////////////////////////////////////////////////////
PandaNode *FadeLODNode::
make_copy() const {
return new FadeLODNode(*this);
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::cull_callback
// Access: Public, Virtual
// Description: This function will be called during the cull
// traversal to perform any additional operations that
// should be performed at cull time. This may include
// additional manipulation of render state or additional
// visible/invisible decisions, or any other arbitrary
// operation.
//
// Note that this function will *not* be called unless
// set_cull_callback() is called in the constructor of
// the derived class. It is necessary to call
// set_cull_callback() to indicated that we require
// cull_callback() to be called.
//
// By the time this function is called, the node has
// already passed the bounding-volume test for the
// viewing frustum, and the node's transform and state
// have already been applied to the indicated
// CullTraverserData object.
//
// The return value is true if this node should be
// visible, or false if it should be culled.
////////////////////////////////////////////////////////////////////
bool FadeLODNode::
cull_callback(CullTraverser *trav, CullTraverserData &data) {
if (!support_fade_lod) {
return LODNode::cull_callback(trav, data);
}
if (is_any_shown()) {
return show_switches_cull_callback(trav, data);
}
consider_verify_lods(trav, data);
Camera *camera = trav->get_scene()->get_camera_node();
NodePath this_np = data._node_path.get_node_path();
FadeLODNodeData *ldata =
DCAST(FadeLODNodeData, camera->get_aux_scene_data(this_np));
double now = ClockObject::get_global_clock()->get_frame_time();
if (ldata == (AuxSceneData *)NULL || now > ldata->get_expiration_time()) {
// This is the first time we have rendered this instance of this
// LOD node in a while.
ldata = new FadeLODNodeData;
ldata->_fade_mode = FadeLODNodeData::FM_solid;
ldata->_fade_out = -1;
ldata->_fade_in = compute_child(trav, data);
camera->set_aux_scene_data(this_np, ldata);
} else {
// We had rendered this LOD node last frame (or not too long ago,
// at least).
if (ldata->_fade_mode == FadeLODNodeData::FM_solid) {
// We were drawing just one solid child last frame; check whether
// it's time to begin a transition.
int index = compute_child(trav, data);
if (index != ldata->_fade_in) {
// Start a transition.
if (index >= 0 && ldata->_fade_in >= 0 &&
get_out(index) > get_out(ldata->_fade_in)) {
// We are fading from a more-detailed model to a
// less-detailed model.
ldata->_fade_mode = FadeLODNodeData::FM_less_detail;
} else {
// We are fading from a less-detailed model to a
// more-detailed model.
ldata->_fade_mode = FadeLODNodeData::FM_more_detail;
}
// We start the fade as of the last frame we actually rendered;
// that way, if the object happened to be offscreen for a large
// part of the fade, we'll just view the tail end of it--a
// little nicer.
ldata->_fade_start = ldata->get_last_render_time();
ldata->_fade_out = ldata->_fade_in;
ldata->_fade_in = index;
}
}
if (ldata->_fade_mode != FadeLODNodeData::FM_solid) {
// Play the transition.
float elapsed = now - ldata->_fade_start;
if (elapsed >= _fade_time) {
// Transition complete.
ldata->_fade_mode = FadeLODNodeData::FM_solid;
} else {
float half_fade_time = _fade_time * 0.5f;
int in_child = ldata->_fade_in;
int out_child = ldata->_fade_out;
if (ldata->_fade_mode == FadeLODNodeData::FM_less_detail) {
// If we're fading from a more-detailed model to a
// less-detailed model, reverse the fade effect for best
// visual quality.
elapsed = _fade_time - elapsed;
int t = in_child;
in_child = out_child;
out_child = t;
}
nassertr(elapsed >= 0.0f && elapsed <= _fade_time, false);
if (elapsed < half_fade_time) {
// FIRST HALF OF FADE
// Fade the new LOD in with z writing off
// Keep drawing the old LOD opaque with z writing on
if (out_child >= 0 && out_child < get_num_children()) {
PandaNode *child = get_child(out_child);
if (child != (PandaNode *)NULL) {
CullTraverserData next_data_out(data, child);
next_data_out._state =
next_data_out._state->compose(get_fade_1_old_state());
trav->traverse(next_data_out);
}
}
if (in_child >= 0 && in_child < get_num_children()) {
PandaNode *child = get_child(in_child);
if (child != (PandaNode *)NULL) {
CullTraverserData next_data_in(data, child);
float in_alpha = elapsed / half_fade_time;
next_data_in._state =
next_data_in._state->compose(get_fade_1_new_state(in_alpha));
trav->traverse(next_data_in);
}
}
} else {
// SECOND HALF OF FADE:
// Fade out the old LOD with z write off and
// draw the opaque new LOD with z write on
if (in_child >= 0 && in_child < get_num_children()) {
PandaNode *child = get_child(in_child);
if (child != (PandaNode *)NULL) {
CullTraverserData next_data_in(data, child);
next_data_in._state =
next_data_in._state->compose(get_fade_2_new_state());
trav->traverse(next_data_in);
}
}
if (out_child >= 0 && out_child < get_num_children()) {
PandaNode *child = get_child(out_child);
if (child != (PandaNode *)NULL) {
CullTraverserData next_data_out(data, child);
float out_alpha = 1.0f - (elapsed - half_fade_time) / half_fade_time;
next_data_out._state =
next_data_out._state->compose(get_fade_2_old_state(out_alpha));
trav->traverse(next_data_out);
}
}
}
}
}
}
if (ldata->_fade_mode == FadeLODNodeData::FM_solid) {
// This is the normal case: we're not in the middle of a
// transition; we're just drawing one child of the LOD.
int index = ldata->_fade_in;
if (index >= 0 && index < get_num_children()) {
PandaNode *child = get_child(index);
if (child != (PandaNode *)NULL) {
CullTraverserData next_data(data, child);
trav->traverse(next_data);
}
}
}
ldata->set_last_render_time(now);
ldata->set_duration(_fade_time);
return false;
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::output
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void FadeLODNode::
output(ostream &out) const {
LODNode::output(out);
out << " fade time: " << _fade_time;
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::set_fade_bin
// Access: Published
// Description: Specifies the cull bin and draw order that is
// assigned to the fading part of the geometry during a
// transition.
////////////////////////////////////////////////////////////////////
void FadeLODNode::
set_fade_bin(const string &name, int draw_order) {
_fade_bin_name = name;
_fade_bin_draw_order = draw_order;
_fade_1_new_state.clear();
_fade_2_old_state.clear();
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::set_fade_state_override
// Access: Published
// Description: Specifies the override value that is applied to the
// state changes necessary to apply the fade effect.
// This should be larger than any attrib overrides on
// the fading geometry.
////////////////////////////////////////////////////////////////////
void FadeLODNode::
set_fade_state_override(int override) {
_fade_state_override = override;
_fade_1_old_state.clear();
_fade_1_new_state.clear();
_fade_2_old_state.clear();
_fade_2_new_state.clear();
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::get_fade_1_old_state
// Access: Protected
// Description: Returns a RenderState for rendering the old element
// during first half of fade.
////////////////////////////////////////////////////////////////////
CPT(RenderState) FadeLODNode::
get_fade_1_old_state() {
if (_fade_1_old_state == (const RenderState *)NULL) {
_fade_1_old_state = RenderState::make_empty();
}
return _fade_1_old_state;
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::get_fade_1_new_state
// Access: Protected
// Description: Returns a RenderState for rendering the new element
// during first half of fade.
////////////////////////////////////////////////////////////////////
CPT(RenderState) FadeLODNode::
get_fade_1_new_state(float in_alpha) {
if (_fade_1_new_state == (const RenderState *)NULL) {
_fade_1_new_state = RenderState::make
(TransparencyAttrib::make(TransparencyAttrib::M_alpha),
CullBinAttrib::make(_fade_bin_name, _fade_bin_draw_order),
DepthOffsetAttrib::make(),
_fade_state_override);
}
LVecBase4f alpha_scale(1.0f, 1.0f, 1.0f, in_alpha);
return _fade_1_new_state->compose
(RenderState::make(ColorScaleAttrib::make(alpha_scale)));
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::get_fade_2_old_state
// Access: Protected
// Description: Returns a RenderState for rendering the old element
// during second half of fade.
////////////////////////////////////////////////////////////////////
CPT(RenderState) FadeLODNode::
get_fade_2_old_state(float out_alpha) {
if (_fade_2_old_state == (const RenderState *)NULL) {
_fade_2_old_state = RenderState::make
(TransparencyAttrib::make(TransparencyAttrib::M_alpha),
DepthWriteAttrib::make(DepthWriteAttrib::M_off),
CullBinAttrib::make(_fade_bin_name, _fade_bin_draw_order),
_fade_state_override);
}
LVecBase4f alpha_scale(1.0f, 1.0f, 1.0f, out_alpha);
return _fade_2_old_state->compose
(RenderState::make(ColorScaleAttrib::make(alpha_scale)));
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::get_fade_2_new_state
// Access: Protected
// Description: Returns a RenderState for rendering the new element
// during second half of fade.
////////////////////////////////////////////////////////////////////
CPT(RenderState) FadeLODNode::
get_fade_2_new_state() {
if (_fade_2_new_state == (const RenderState *)NULL) {
_fade_2_new_state = RenderState::make
(DepthOffsetAttrib::make(),
_fade_state_override);
}
return _fade_2_new_state;
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::register_with_read_factory
// Access: Public, Static
// Description: Tells the BamReader how to create objects of type
// LODNode.
////////////////////////////////////////////////////////////////////
void FadeLODNode::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::write_datagram
// Access: Public, Virtual
// Description: Writes the contents of this object to the datagram
// for shipping out to a Bam file.
////////////////////////////////////////////////////////////////////
void FadeLODNode::
write_datagram(BamWriter *manager, Datagram &dg) {
LODNode::write_datagram(manager, dg);
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::make_from_bam
// Access: Protected, Static
// Description: This function is called by the BamReader's factory
// when a new object of type LODNode is encountered
// in the Bam file. It should create the LODNode
// and extract its information from the file.
////////////////////////////////////////////////////////////////////
TypedWritable *FadeLODNode::
make_from_bam(const FactoryParams &params) {
FadeLODNode *node = new FadeLODNode("");
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
node->fillin(scan, manager);
return node;
}
////////////////////////////////////////////////////////////////////
// Function: FadeLODNode::fillin
// Access: Protected
// Description: This internal function is called by make_from_bam to
// read in all of the relevant data from the BamFile for
// the new FadeLODNode.
////////////////////////////////////////////////////////////////////
void FadeLODNode::
fillin(DatagramIterator &scan, BamReader *manager) {
LODNode::fillin(scan, manager);
}