open_toontown_panda3d/panda/src/pgraphnodes/lightLensNode.cxx

259 lines
6.7 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 lightLensNode.cxx
* @author drose
* @date 2002-03-26
*/
#include "lightLensNode.h"
#include "bamWriter.h"
#include "bamReader.h"
#include "datagram.h"
#include "datagramIterator.h"
#include "renderState.h"
#include "cullFaceAttrib.h"
#include "colorWriteAttrib.h"
#include "graphicsStateGuardianBase.h"
TypeHandle LightLensNode::_type_handle;
/**
*
*/
LightLensNode::
LightLensNode(const std::string &name, Lens *lens) :
Camera(name, lens),
_has_specular_color(false),
_attrib_count(0),
_used_by_auto_shader(false)
{
set_active(false);
_shadow_caster = false;
_sb_size.set(512, 512);
_sb_sort = -10;
// set_initial_state(RenderState::make(ShaderAttrib::make_off(), 1000));
// Backface culling helps eliminating artifacts.
set_initial_state(RenderState::make(CullFaceAttrib::make_reverse(),
ColorWriteAttrib::make(ColorWriteAttrib::C_off)));
}
/**
*
*/
LightLensNode::
~LightLensNode() {
set_active(false);
clear_shadow_buffers();
// If this triggers, the number of attrib_ref() didn't match the number of
// attrib_unref() calls, probably indicating a bug in LightAttrib.
nassertv(AtomicAdjust::get(_attrib_count) == 0);
}
/**
*
*/
LightLensNode::
LightLensNode(const LightLensNode &copy) :
Light(copy),
Camera(copy),
_shadow_caster(copy._shadow_caster),
_sb_size(copy._sb_size),
_sb_sort(-10),
_has_specular_color(copy._has_specular_color),
_attrib_count(0),
_used_by_auto_shader(false)
{
if (_shadow_caster) {
setup_shadow_map();
}
}
/**
* Sets the flag indicating whether this light should cast shadows or not.
* This is the variant without buffer size, meaning that the current buffer
* size will be kept (512x512 is the default). Note that enabling shadows will
* require the shader generator to be enabled on the scene.
*/
void LightLensNode::
set_shadow_caster(bool caster) {
if (_shadow_caster && !caster) {
clear_shadow_buffers();
}
if (_shadow_caster != caster && _used_by_auto_shader) {
// Make sure any shaders using this light are regenerated.
GraphicsStateGuardianBase::mark_rehash_generated_shaders();
}
_shadow_caster = caster;
set_active(caster);
if (caster) {
setup_shadow_map();
}
}
/**
* Sets the flag indicating whether this light should cast shadows or not.
* The xsize and ysize parameters specify the size of the shadow buffer that
* will be set up, the sort parameter specifies the sort. Note that enabling
* shadows will require the shader generator to be enabled on the scene.
*/
void LightLensNode::
set_shadow_caster(bool caster, int buffer_xsize, int buffer_ysize, int buffer_sort) {
if ((_shadow_caster && !caster) || buffer_xsize != _sb_size[0] || buffer_ysize != _sb_size[1]) {
clear_shadow_buffers();
}
if (_shadow_caster != caster && _used_by_auto_shader) {
// Make sure any shaders using this light are regenerated.
GraphicsStateGuardianBase::mark_rehash_generated_shaders();
}
_shadow_caster = caster;
_sb_size.set(buffer_xsize, buffer_ysize);
if (buffer_sort != _sb_sort) {
ShadowBuffers::iterator it;
for(it = _sbuffers.begin(); it != _sbuffers.end(); ++it) {
(*it).second->set_sort(buffer_sort);
}
_sb_sort = buffer_sort;
}
set_active(caster);
if (caster) {
setup_shadow_map();
}
}
/**
* Clears the shadow buffers, meaning they will be automatically recreated
* when the Shader Generator needs them.
*/
void LightLensNode::
clear_shadow_buffers() {
if (_shadow_map) {
// Clear it to all ones, so that any shaders that might still be using
// it will see the shadows being disabled.
_shadow_map->clear_image();
}
ShadowBuffers::iterator it;
for(it = _sbuffers.begin(); it != _sbuffers.end(); ++it) {
(*it).first->remove_window((*it).second);
}
_sbuffers.clear();
}
/**
* Creates the shadow map texture. Can be overridden.
*/
void LightLensNode::
setup_shadow_map() {
if (_shadow_map != nullptr &&
_shadow_map->get_x_size() == _sb_size[0] &&
_shadow_map->get_y_size() == _sb_size[1]) {
// Nothing to do.
return;
}
if (_shadow_map == nullptr) {
_shadow_map = new Texture(get_name());
}
_shadow_map->setup_2d_texture(_sb_size[0], _sb_size[1], Texture::T_unsigned_byte, Texture::F_depth_component);
_shadow_map->set_clear_color(LColor(1));
_shadow_map->set_wrap_u(SamplerState::WM_border_color);
_shadow_map->set_wrap_v(SamplerState::WM_border_color);
_shadow_map->set_border_color(LColor(1));
_shadow_map->set_minfilter(SamplerState::FT_shadow);
_shadow_map->set_magfilter(SamplerState::FT_shadow);
}
/**
* This is called when the light is added to a LightAttrib.
*/
void LightLensNode::
attrib_ref() {
AtomicAdjust::inc(_attrib_count);
}
/**
* This is called when the light is removed from a LightAttrib.
*/
void LightLensNode::
attrib_unref() {
// When it is removed from the last LightAttrib, destroy the shadow buffers.
// This is necessary to break the circular reference that the buffer holds
// on this node, via the display region's camera.
if (!AtomicAdjust::dec(_attrib_count)) {
clear_shadow_buffers();
}
}
/**
* Returns the Light object upcast to a PandaNode.
*/
PandaNode *LightLensNode::
as_node() {
return this;
}
/**
* Cross-casts the node to a Light pointer, if it is one of the four kinds of
* Light nodes, or returns NULL if it is not.
*/
Light *LightLensNode::
as_light() {
return this;
}
/**
*
*/
void LightLensNode::
output(std::ostream &out) const {
LensNode::output(out);
}
/**
*
*/
void LightLensNode::
write(std::ostream &out, int indent_level) const {
LensNode::write(out, indent_level);
}
/**
* Writes the contents of this object to the datagram for shipping out to a
* Bam file.
*/
void LightLensNode::
write_datagram(BamWriter *manager, Datagram &dg) {
Camera::write_datagram(manager, dg);
Light::write_datagram(manager, dg);
dg.add_bool(_shadow_caster);
dg.add_int32(_sb_size[0]);
dg.add_int32(_sb_size[1]);
dg.add_int32(_sb_sort);
}
/**
* This internal function is called by make_from_bam to read in all of the
* relevant data from the BamFile for the new LightLensNode.
*/
void LightLensNode::
fillin(DatagramIterator &scan, BamReader *manager) {
Camera::fillin(scan, manager);
Light::fillin(scan, manager);
bool shadow_caster = scan.get_bool();
int sb_xsize = scan.get_int32();
int sb_ysize = scan.get_int32();
int sb_sort = scan.get_int32();
set_shadow_caster(shadow_caster, sb_xsize, sb_ysize, sb_sort);
}