open_toontown_panda3d/panda/src/pgraph/polylightEffect.cxx

478 lines
16 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 polylightEffect.cxx
* @author sshodhan
* @date 2004-06-02
*/
#include "polylightEffect.h"
#include "polylightNode.h"
#include "config_pgraph.h"
#include "nodePath.h"
#include "pmap.h"
#include "colorScaleAttrib.h"
#include "cullTraverserData.h"
#include "cullTraverser.h"
#include <math.h>
using std::endl;
TypeHandle PolylightEffect::_type_handle;
/**
* Constructs a new PolylightEffect object.
*/
CPT(RenderEffect) PolylightEffect::
make() {
PolylightEffect *effect = new PolylightEffect;
effect->_contribution_type = CT_proximal;
effect->_weight = 1.0; // 0.9; // Asad: I don't think we should monkey with the weight.
effect->_effect_center = LPoint3(0.0,0.0,0.0);
return return_new(effect);
}
/**
* Constructs a new PolylightEffect object.
*/
CPT(RenderEffect) PolylightEffect::
make(PN_stdfloat weight, ContribType contrib, const LPoint3 &effect_center) {
PolylightEffect *effect = new PolylightEffect;
effect->_contribution_type = contrib;
effect->_weight = weight;
effect->_effect_center = effect_center;
return return_new(effect);
}
/**
* Constructs a new PolylightEffect object.
*/
CPT(RenderEffect) PolylightEffect::
make(PN_stdfloat weight, ContribType contrib, const LPoint3 &effect_center,
const LightGroup &lights) {
PolylightEffect *effect = new PolylightEffect;
effect->_contribution_type = contrib;
effect->_weight = weight;
effect->_effect_center = effect_center;
effect->_lightgroup = lights;
return return_new(effect);
}
/**
* Should be overridden by derived classes to return true if cull_callback()
* has been defined. Otherwise, returns false to indicate cull_callback()
* does not need to be called for this effect during the cull traversal.
*/
bool PolylightEffect::
has_cull_callback() const {
return !_lightgroup.empty();
}
/**
* If has_cull_callback() returns true, 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.
*
* At the time this function is called, the current node's transform and state
* have not yet been applied to the net_transform and net_state. This
* callback may modify the node_transform and node_state to apply an effective
* change to the render state at this level.
*/
void PolylightEffect::
cull_callback(CullTraverser *trav, CullTraverserData &data,
CPT(TransformState) &node_transform,
CPT(RenderState) &node_state) const {
// CPT(RenderAttrib) poly_light_attrib =
// do_poly_light(trav->get_scene()->get_scene_root(), &data,
// node_transform);
CPT(RenderAttrib) poly_light_attrib = do_poly_light(trav->get_scene(), &data, node_transform);
CPT(RenderState) poly_light_state = RenderState::make(poly_light_attrib);
node_state = node_state->compose(poly_light_state);
}
/**
* Gets the node's position and based on distance from lights in the
* lightgroup calculates the color to be modulated in. If the avatar is in
* the range of multiple lights, then determine, which light it is closer to,
* and get the weight of the scene_color in respect to that light's proximity.
*/
CPT(RenderAttrib) PolylightEffect::
do_poly_light(const SceneSetup *scene, const CullTraverserData *data, const TransformState *node_transform) const {
// static bool was_under_polylight = false;
PN_stdfloat dist; // To calculate the distance of each light from the node
PN_stdfloat r,g,b; // To hold the color calculation
PN_stdfloat min_dist; // hold the dist from light that avatar is closer to
int num_lights = 0; // Keep track of number of lights for division
PN_stdfloat light_scale; // Variable to calculate attenuation
PN_stdfloat weight_scale = 1.0f; // Variable to compensate snap of color when you walk inside the light volume
PN_stdfloat Rcollect, Gcollect, Bcollect;
const NodePath &root = scene->get_scene_root();
// const NodePath &camera = scene->get_camera_path();
const NodePath &camera = scene->get_cull_center();
// Initialize Color variables
r = g = b = 1.0;
Rcollect = Gcollect = Bcollect = 0.0;
// get the avatar's base color scale
LColor scene_color = root.get_color_scale();
if (polylight_info) {
pgraph_cat.debug() << "scene color scale = " << scene_color << endl;
}
min_dist = 100000.0;
// Cycle through all the lights in this effect's lightgroup
LightGroup::const_iterator light_iter;
for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
const PolylightNode *light = DCAST(PolylightNode, (*light_iter).node());
// light holds the current PolylightNode
if (light->is_enabled()) { // if enabled get all the properties
PN_stdfloat light_radius = light->get_radius();
// Calculate the distance of the node from the light dist =
// light_iter->second->get_distance(data->get_node_path());
const NodePath lightnp = *light_iter;
LPoint3 relative_point = data->get_node_path().get_relative_point(lightnp, light->get_pos());
if (_effect_center[2]) {
dist = (relative_point - _effect_center).length(); // this counts height difference
} else {
// get distance as if the light is at the same height of player
LVector2 xz(relative_point[0], relative_point[1]);
dist = xz.length(); // this does not count height difference
}
if (dist <= light_radius) { // If node is in range of this light
// as to Schuyler's suggestion, lets do some vector processing
// relative to camera
LPoint3 light_position = light->get_pos();
// LPoint3 camera_position = camera.get_relative_point(lightnp,
// light->get_pos());
LPoint3 camera_position = lightnp.get_relative_point(camera, LPoint3(0,0,0));
LPoint3 avatar_position = lightnp.get_relative_point(data->get_node_path(), LPoint3(0,0,0));
LVector3 light_camera = camera_position - light_position;
LVector3 light_avatar = avatar_position - light_position;
light_camera.normalize();
light_avatar.normalize();
PN_stdfloat intensity = light_camera.dot(light_avatar);
if (polylight_info) {
pgraph_cat.debug() << "light position = " << light_position << endl;
pgraph_cat.debug() << "relative avatar position = " << avatar_position << endl;
pgraph_cat.debug() << "relative camera position = " << camera_position << endl;
pgraph_cat.debug() << "light->camera " << light_camera << endl;
pgraph_cat.debug() << "light->avatar " << light_avatar << endl;
pgraph_cat.debug() << "light->camera.light->avatar = " << intensity << endl;
pgraph_cat.debug() << "effect center = " << _effect_center << endl;
// pgraph_cat.debug() << "close to this light = " <<
// light->get_name() << endl;
pgraph_cat.debug() << "dist = " << dist << ";radius = " << light_radius << endl;
}
// map -1 to 1 into 0 to 1; and flip it
intensity = 1.0 - ((intensity + 1.0) * 0.5);
if (polylight_info) {
pgraph_cat.debug() << "remapped intensity = " << intensity << endl;
}
PolylightNode::Attenuation_Type light_attenuation = light->get_attenuation();
LColor light_color;
if (light->is_flickering()) { // If flickering, modify color
light_color = light->flicker();
} else {
light_color = light->get_color();
// light_color = light->get_color_scenegraph();
}
PN_stdfloat ratio = dist/light_radius;
if (light_attenuation == PolylightNode::ALINEAR) {
light_scale = 1.0 - ratio;
} else if (light_attenuation == PolylightNode::AQUADRATIC) {
/*
PN_stdfloat fd; // Variable for quadratic attenuation
PN_stdfloat light_a0 = light->get_a0();
PN_stdfloat light_a1 = light->get_a1();
PN_stdfloat light_a2 = light->get_a2();
if (light_a0 == 0 && light_a1 == 0 && light_a2 == 0) { // To prevent division by zero
light_a0 = 1.0;
}
fd = 1.0 / (light_a0 + light_a1 * dist + light_a2 * dist * dist);
if (fd < 1.0) {
light_scale = fd;
} else {
light_scale = 1.0;
}
*/
// light_scale = 1.0 - ratio*ratio; graph of 1-x^2
ratio = 1 - ratio;
if (ratio <= 0.8)
light_scale = (ratio*ratio)*(3-2*ratio); //graph of x^2(3-x)
else
light_scale = 1.0;
} else {
light_scale = 1.0;
}
light_scale *= intensity;
if (min_dist > dist) {
min_dist = dist;
// Keep accumulating each lights contribution... we have to prevent
// color snap, so factor in the weight. weight becomes negligent as
// you are closer to the light and opposite otherwise
weight_scale = _weight * (1.0 - light_scale);
}
if (polylight_info) {
pgraph_cat.debug() << "weight_scale = " << weight_scale
<< "; light_scale " << light_scale << endl;
}
Rcollect += light_color[0] * light_scale;
Gcollect += light_color[1] * light_scale;
Bcollect += light_color[2] * light_scale;
/*
Rcollect += light_color[0] * light_scale + scene_color[0] * weight_scale;
Gcollect += light_color[1] * light_scale + scene_color[1] * weight_scale;
Bcollect += light_color[2] * light_scale + scene_color[2] * weight_scale;
*/
/*
Rcollect += light_color[0] * light_scale + weight_scale;
Gcollect += light_color[1] * light_scale + weight_scale;
Bcollect += light_color[2] * light_scale + weight_scale;
*/
num_lights++;
} // if dist< radius
} // if light is enabled
} // for all lights
if ( _contribution_type == CT_all) {
// Sometimes to prevent snapping of color at light volume boundaries just
// divide total contribution by all the lights in the effect whether or
// not they contribute color
num_lights = _lightgroup.size();
}
if (num_lights) {
// was_under_polylight = true;
// data->get_node_path().set_color_scale_off();
if (polylight_info)
pgraph_cat.debug() << "num lights = " << num_lights << endl;
// divide by number of lights to get average.
r = Rcollect;// / num_lights;
g = Gcollect;// / num_lights;
b = Bcollect;// / num_lights;
if (polylight_info)
pgraph_cat.debug() << "avg: r=" << r << "; g=" << g << "; b=" << b << endl;
// Now add the scene_color multiplied by weight_scale
r += scene_color[0] * weight_scale;
g += scene_color[1] * weight_scale;
b += scene_color[2] * weight_scale;
if (polylight_info)
pgraph_cat.debug() << "weighed: r=" << r << "; g=" << g << "; b=" << b << endl;
/*
// normalize the color
LVector3 color_vector(r, g, b);
color_vector.normalize();
r = color_vector[0];
g = color_vector[1];
b = color_vector[2];
if (polylight_info)
pgraph_cat.debug() << "unit: r=" << r << "; g=" << g << "; b=" << b << endl;
*/
// cap it
r = (r > 1.0)? 1.0 : r;
g = (g > 1.0)? 1.0 : g;
b = (b > 1.0)? 1.0 : b;
if (polylight_info)
pgraph_cat.debug() << "capped: r=" << r << "; g=" << g << "; b=" << b << endl;
// since this rgb will be scaled by scene_color by day night cycle, lets
// undo that effect by dividing this rgb by the scene_color. That way,
// the final render will contain this rgb
if (scene_color[0] >= 0.01)
r /= scene_color[0];
if (scene_color[1] >= 0.01)
g /= scene_color[1];
if (scene_color[2] >= 0.01)
b /= scene_color[2];
if (polylight_info)
pgraph_cat.debug() << "final: r=" << r << "; g=" << g << "; b=" << b << endl;
}
/*
else {
if (was_under_polylight) {
// under no polylight influence...so clear the color scale
// data->get_node_path().clear_color_scale();
// data->get_node_path().set_color_scale(scene_color);
was_under_polylight = false;
}
}
*/
return ColorScaleAttrib::make(LVecBase4(r, g, b, 1.0));
}
/**
*
*/
void PolylightEffect::
output(std::ostream &out) const {
out << get_type() << ":";
LightGroup::const_iterator li;
for (li = _lightgroup.begin(); li != _lightgroup.end(); ++li) {
NodePath light = (*li);
out << " " << light;
}
out << " weight " << _weight << " contrib " << _contribution_type
<< " center " << _effect_center;
}
/**
* Intended to be overridden by derived PolylightEffect types to return a
* unique number indicating whether this PolylightEffect is equivalent to the
* other one.
*
* This should return 0 if the two PolylightEffect objects are equivalent, a
* number less than zero if this one should be sorted before the other one,
* and a number greater than zero otherwise.
*
* This will only be called with two PolylightEffect objects whose get_type()
* functions return the same.
*/
int PolylightEffect::
compare_to_impl(const RenderEffect *other) const {
const PolylightEffect *ta;
DCAST_INTO_R(ta, other, 0);
if (_contribution_type != ta->_contribution_type) {
return _contribution_type < ta->_contribution_type ? -1 : 1;
}
if (_weight != ta->_weight) {
return _weight < ta->_weight ? -1 :1;
}
if (_lightgroup != ta->_lightgroup) {
return _lightgroup < ta->_lightgroup ? -1 : 1;
}
return 0;
}
/**
* Add a PolylightNode object to this effect and return a new effect
*/
CPT(RenderEffect) PolylightEffect::
add_light(const NodePath &newlight) const {
PolylightEffect *effect = new PolylightEffect(*this);
effect->_lightgroup.push_back(newlight);
return return_new(effect);
}
/**
* Remove a light from this effect. Return the new updated effect
*/
CPT(RenderEffect) PolylightEffect::
remove_light(const NodePath &newlight) const {
PolylightEffect *effect = new PolylightEffect(*this);
LightGroup::iterator light_iter;
light_iter = find(effect->_lightgroup.begin(),effect->_lightgroup.end(), newlight);
if (light_iter == effect->_lightgroup.end()) {
pgraph_cat.debug()
<< "Attempt to remove Polylight " << newlight << "; not found.\n";
} else {
// Remove light
effect->_lightgroup.erase(light_iter);
}
return return_new(effect);
}
/**
* Set weight and return a new effect... the reason this couldnt be done
* through make was because that would return a new effect without the
* lightgroup which is static and cant be accessed Here, we just pass that to
* the make
*/
CPT(RenderEffect) PolylightEffect::
set_weight(PN_stdfloat w) const {
PolylightEffect *effect = new PolylightEffect(*this);
effect->_weight = w;
return return_new(effect);
}
/**
* Set Contrib Type and return a new effect... the reason this couldnt be done
* through make was because that would return a new effect without the
* lightgroup which is static and cant be accessed Here, we just pass that to
* the make
*/
CPT(RenderEffect) PolylightEffect::
set_contrib(ContribType ct) const {
PolylightEffect *effect = new PolylightEffect(*this);
effect->_contribution_type = ct;
return return_new(effect);
}
/**
* Set weight and return a new effect... the reason this couldnt be done
* through make was because that would return a new effect without the
* lightgroup which is static and cant be accessed Here, we just pass that to
* the make
*/
CPT(RenderEffect) PolylightEffect::
set_effect_center(const LPoint3 &ec) const{
PolylightEffect *effect = new PolylightEffect(*this);
effect->_effect_center = ec;
return return_new(effect);
}
/**
* Returns true if the indicated light is listed in the PolylightEffect, false
* otherwise.
*/
bool PolylightEffect::
has_light(const NodePath &light) const {
LightGroup::const_iterator li;
li = find(_lightgroup.begin(), _lightgroup.end(), light);
return (li != _lightgroup.end());
}
std::ostream &
operator << (std::ostream &out, PolylightEffect::ContribType ct) {
switch (ct) {
case PolylightEffect::CT_proximal:
return out << "proximal";
case PolylightEffect::CT_all:
return out << "all";
}
return out << "**Invalid ContribType(" << (int)ct << ")**";
}