open_toontown_panda3d/panda/src/pgraphnodes/fadeLodNode.cxx

383 lines
12 KiB
C++

/**
* 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."
*
* @file fadeLodNode.cxx
* @author sshodhan
* @date 2004-06-14
*/
#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;
/**
*
*/
FadeLODNode::
FadeLODNode(const std::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;
}
/**
*
*/
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;
}
/**
* 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);
}
/**
* 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.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 == nullptr || 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.
PN_stdfloat elapsed = now - ldata->_fade_start;
if (elapsed >= _fade_time) {
// Transition complete.
ldata->_fade_mode = FadeLODNodeData::FM_solid;
} else {
PN_stdfloat 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 != nullptr) {
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 != nullptr) {
CullTraverserData next_data_in(data, child);
PN_stdfloat 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 != nullptr) {
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 != nullptr) {
CullTraverserData next_data_out(data, child);
PN_stdfloat 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 != nullptr) {
CullTraverserData next_data(data, child);
trav->traverse(next_data);
}
}
}
ldata->set_last_render_time(now);
ldata->set_duration(_fade_time);
return false;
}
/**
*
*/
void FadeLODNode::
output(std::ostream &out) const {
LODNode::output(out);
out << " fade time: " << _fade_time;
}
/**
* 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 std::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();
}
/**
* 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();
}
/**
* 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 == nullptr) {
_fade_1_old_state = RenderState::make_empty();
}
return _fade_1_old_state;
}
/**
* Returns a RenderState for rendering the new element during first half of
* fade.
*/
CPT(RenderState) FadeLODNode::
get_fade_1_new_state(PN_stdfloat in_alpha) {
if (_fade_1_new_state == nullptr) {
_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);
}
LVecBase4 alpha_scale(1.0f, 1.0f, 1.0f, in_alpha);
return _fade_1_new_state->compose
(RenderState::make(ColorScaleAttrib::make(alpha_scale)));
}
/**
* Returns a RenderState for rendering the old element during second half of
* fade.
*/
CPT(RenderState) FadeLODNode::
get_fade_2_old_state(PN_stdfloat out_alpha) {
if (_fade_2_old_state == nullptr) {
_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);
}
LVecBase4 alpha_scale(1.0f, 1.0f, 1.0f, out_alpha);
return _fade_2_old_state->compose
(RenderState::make(ColorScaleAttrib::make(alpha_scale)));
}
/**
* 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 == nullptr) {
_fade_2_new_state = RenderState::make
(DepthOffsetAttrib::make(),
_fade_state_override);
}
return _fade_2_new_state;
}
/**
* 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);
}
/**
* 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);
}
/**
* 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;
}
/**
* 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);
}