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Polylight API
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177
panda/src/pgraph/polylightEffect.I
Executable file
177
panda/src/pgraph/polylightEffect.I
Executable file
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// Filename: polylightEffect.I
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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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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::Constructor
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// Access: Private
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// Description: Use PolylightEffect::make() to construct a new
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// PolylightEffect object.
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////////////////////////////////////////////////////////////////////
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INLINE PolylightEffect::
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PolylightEffect() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::is_enabled
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// Access: Published
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// Description: Returns state of the effect: enabled/disabled
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////////////////////////////////////////////////////////////////////
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INLINE bool PolylightEffect::is_enabled() const {
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return _enabled;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::enable
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// Access: Published
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// Description: Enables the effect
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////////////////////////////////////////////////////////////////////
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INLINE void PolylightEffect::
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enable() {
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_enabled=true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::disable
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// Access: Published
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// Description: Disables the effect
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////////////////////////////////////////////////////////////////////
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INLINE void PolylightEffect::
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disable() {
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_enabled=false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::add_light
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// Access: Published
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// Description: Add a PolylightNode object to this effect and give it a
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// unique name. Returns true if light added
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////////////////////////////////////////////////////////////////////
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INLINE bool PolylightEffect::
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add_light(string lightname,NodePath *newlight) {
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nassertr( newlight->node()->is_of_type(PolylightNode::get_class_type()) ,false);
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nassertr(newlight->node() != (PolylightNode *)NULL,false);
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// Check if light name is unique
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if(_lightgroup.find(lightname) != _lightgroup.end()) {
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cerr << "Light name already exists. Please choose another name\n";
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return false;
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}
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// Add the light
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pair<string,NodePath *> _light_to_add(lightname, newlight);
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_lightgroup.insert(_light_to_add);
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::remove_light
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// Access: Published
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// Description: Remove a light from this effect. Returns true on
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// success.
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////////////////////////////////////////////////////////////////////
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INLINE bool PolylightEffect::
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remove_light(string lightname) {
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// Check if light name exists
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if(_lightgroup.find(lightname) == _lightgroup.end()) {
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cerr << "Light name does not exist\n";
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return false;
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}
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// Remove light
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_lightgroup.erase(lightname);
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::remove_all
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// Access: Published
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// Description: Remove all the lights from this effect. Returns
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// true on success.
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////////////////////////////////////////////////////////////////////
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INLINE bool PolylightEffect::
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remove_all() {
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LIGHTGROUP::const_iterator light_iter;
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for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
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string lightname = light_iter->first;
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_lightgroup.erase(lightname);
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}
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::set_weight
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// Access: Published
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// Description: Set a weight between 0 and 1 for the light effect
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// This affects how much original color and how much
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// light color are applied to the node
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////////////////////////////////////////////////////////////////////
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INLINE bool PolylightEffect::
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set_weight(float w) {
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nassertr(w >= 0.0 && w <= 1.0 ,false);
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_weight = w;
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::get_weight
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// Access: Published
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// Description: Get the weight value
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////////////////////////////////////////////////////////////////////
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INLINE float PolylightEffect::
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get_weight() const {
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return _weight;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::set_contrib
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// Access: Published
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// Description: Set the effect contribution type
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// The effects of all the light colors are finally
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// divided by the number of lights. The variable
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// _contribution_type is a string that controls how
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// this division occurs.
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// "proximal" : A light only contributes if the node
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// is inside its volume
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// "all" : All lights added to the effect are used in
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// division irrespective of their light volumes
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////////////////////////////////////////////////////////////////////
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INLINE bool PolylightEffect::
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set_contrib(string type) {
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nassertr(type == "all" || type == "proximal",false);
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_contribution_type = type;
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::get_contrib
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// Access: Published
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// Description: Returns a string value "all"/"proximal"
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////////////////////////////////////////////////////////////////////
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INLINE string PolylightEffect::
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get_contrib() const {
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return _contribution_type;
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}
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166
panda/src/pgraph/polylightEffect.cxx
Executable file
166
panda/src/pgraph/polylightEffect.cxx
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// 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 <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(string contribution_type,float weight) {
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PolylightEffect *effect = new PolylightEffect;
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effect->enable();
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effect->set_contrib(contribution_type);
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effect->set_weight(weight);
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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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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; // 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 = 0.0;
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g = 0.0;
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b = 0.0;
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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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string 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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}
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else {
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light_color = light->get_color();
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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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if(dist < light_radius) { // If node is in range of this light
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if(light_attenuation == "linear") {
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light_scale = (light_radius - dist)/light_radius;
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}
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else if(light_attenuation == "quadratic") {
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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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}
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else {
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light_scale=1.0;
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}
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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 == "all") {
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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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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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r = (1.0 - _weight) + Rcollect * _weight;
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g = (1.0 - _weight) + Gcollect * _weight;
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b = (1.0 - _weight) + Bcollect * _weight;
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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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99
panda/src/pgraph/polylightEffect.h
Executable file
99
panda/src/pgraph/polylightEffect.h
Executable file
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// Filename: polylightEffect.h
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// Created by: sshodhan (01Jun04)
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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
|
||||||
|
// 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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#ifndef POLYLIGHTEFFECT_H
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#define POLYLIGHTEFFECT_H
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#include "pandabase.h"
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#include "renderEffect.h"
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#include "luse.h"
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#include "nodePath.h"
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#include "polylightNode.h"
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#include "pmap.h"
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#include "notify.h"
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////////////////////////////////////////////////////////////////////
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// Class : PolylightEffect
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// Description : A PolylightEffect can be used on a node to define a
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// LightGroup for that node. A LightGroup contains
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// Polylights which are essentially nodes that add
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// color to the polygons of a model based on distance.
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// PolylightNode is a cheap way to get lighting effects
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// specially for night scenes
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA PolylightEffect : public RenderEffect {
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private:
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INLINE PolylightEffect();
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PUBLISHED:
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static CPT(RenderEffect) make(string contribution_type= "proximal", float weight=0.9);
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INLINE void enable();
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INLINE void disable();
|
||||||
|
INLINE bool add_light(string lightname, NodePath *newlight);
|
||||||
|
INLINE bool remove_light(string lightname);
|
||||||
|
INLINE bool remove_all();
|
||||||
|
INLINE bool set_weight(float w);
|
||||||
|
INLINE float get_weight() const;
|
||||||
|
INLINE bool set_contrib(string type);
|
||||||
|
INLINE string get_contrib() const;
|
||||||
|
INLINE bool is_enabled()const;
|
||||||
|
|
||||||
|
public:
|
||||||
|
CPT(RenderAttrib) do_poly_light(const CullTraverserData *data, const TransformState *node_transform) const;
|
||||||
|
|
||||||
|
|
||||||
|
protected:
|
||||||
|
virtual int compare_to_impl(const RenderEffect *other) const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
bool _enabled;
|
||||||
|
string _contribution_type;
|
||||||
|
float _weight;
|
||||||
|
typedef pmap<string, NodePath *> LIGHTGROUP;
|
||||||
|
LIGHTGROUP _lightgroup;
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
static TypeHandle get_class_type() {
|
||||||
|
return _type_handle;
|
||||||
|
}
|
||||||
|
static void init_type() {
|
||||||
|
RenderEffect::init_type();
|
||||||
|
register_type(_type_handle, "PolylightEffect",
|
||||||
|
RenderEffect::get_class_type());
|
||||||
|
}
|
||||||
|
virtual TypeHandle get_type() const {
|
||||||
|
return get_class_type();
|
||||||
|
}
|
||||||
|
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
|
||||||
|
|
||||||
|
private:
|
||||||
|
static TypeHandle _type_handle;
|
||||||
|
};
|
||||||
|
|
||||||
|
#include "polylightEffect.I"
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
|
490
panda/src/pgraph/polylightNode.I
Executable file
490
panda/src/pgraph/polylightNode.I
Executable file
@ -0,0 +1,490 @@
|
|||||||
|
// Filename: PolylightNodeEffect.I
|
||||||
|
// Created by: sshodhan (02Jun04)
|
||||||
|
//
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// PANDA 3D SOFTWARE
|
||||||
|
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
|
||||||
|
//
|
||||||
|
// All use of this software is subject to the terms of the Panda 3d
|
||||||
|
// Software license. You should have received a copy of this license
|
||||||
|
// along with this source code; you will also find a current copy of
|
||||||
|
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
|
||||||
|
//
|
||||||
|
// To contact the maintainers of this program write to
|
||||||
|
// panda3d-general@lists.sourceforge.net .
|
||||||
|
//
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::operator ==
|
||||||
|
// Access: Published
|
||||||
|
// Description: Returns true if the two lights are equivalent
|
||||||
|
// that is, all their properties are same
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE bool PolylightNode::
|
||||||
|
operator == (const PolylightNode &other) const {
|
||||||
|
return (compare_to(other) == 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::operator !=
|
||||||
|
// Access: Published
|
||||||
|
// Description: Returns true if the two lights are not equivalent.
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE bool PolylightNode::
|
||||||
|
operator != (const PolylightNode &other) const {
|
||||||
|
return (compare_to(other) != 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::operator <
|
||||||
|
// Access: Published
|
||||||
|
// Description: Returns true if this PolylightNode sorts before the other
|
||||||
|
// one, false otherwise. The sorting order of two
|
||||||
|
// nonequivalent PolylightNodes is consistent but undefined,
|
||||||
|
// and is useful only for storing PolylightNodes in a sorted
|
||||||
|
// container like an STL set.
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE bool PolylightNode::
|
||||||
|
operator < (const PolylightNode &other) const {
|
||||||
|
return (compare_to(other) < 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::is_enabled
|
||||||
|
// Access: Published
|
||||||
|
// Description: Is this light is enabled/disabled?
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE bool PolylightNode::is_enabled() const {
|
||||||
|
return _enabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::enable
|
||||||
|
// Access: Published
|
||||||
|
// Description: Enable this light
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::enable(){
|
||||||
|
_enabled=true;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::disable
|
||||||
|
// Access: Published
|
||||||
|
// Description: Disable this light
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::disable(){
|
||||||
|
_enabled=false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_pos
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set this light's position
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_pos(float x, float y, float z){
|
||||||
|
LVecBase3f position;
|
||||||
|
position[0]=x;
|
||||||
|
position[1]=y;
|
||||||
|
position[2]=z;
|
||||||
|
PandaNode::set_transform(get_transform()->set_pos(position));
|
||||||
|
PandaNode::reset_prev_transform();
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_pos
|
||||||
|
// Access: Published
|
||||||
|
// Description: Returns position as a LPoint3f
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE LVecBase3f PolylightNode::get_pos() const {
|
||||||
|
return PandaNode::get_transform()->get_pos();
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_radius
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set radius of the spherical light volume
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_radius(float r){
|
||||||
|
_radius=r;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_radius
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get radius of the spherical light volume
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_radius() const {
|
||||||
|
return _radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_attenuation
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set "linear" or "quadratic" attenuation
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE bool PolylightNode::set_attenuation(string type){
|
||||||
|
nassertr(type == "linear" || type == "quadratic",false);
|
||||||
|
|
||||||
|
_attenuation_type=type;
|
||||||
|
return true;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_attenuation
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get "linear" or "quadratic" attenuation type
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE string PolylightNode::get_attenuation() const {
|
||||||
|
return _attenuation_type;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_a0
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set the quadratic attenuation factor a0
|
||||||
|
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_a0(float a0){
|
||||||
|
_a0=a0;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_a1
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set the quadratic attenuation factor a1
|
||||||
|
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_a1(float a1){
|
||||||
|
_a1=a1;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_a2
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set the quadratic attenuation factor a2
|
||||||
|
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_a2(float a2){
|
||||||
|
_a2=a2;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_a0
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get the quadratic attenuation factor a0
|
||||||
|
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_a0() const {
|
||||||
|
return _a0;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_a1
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get the quadratic attenuation factor a1
|
||||||
|
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_a1() const {
|
||||||
|
return _a1;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_a2
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get the quadratic attenuation factor a2
|
||||||
|
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_a2() const {
|
||||||
|
return _a2;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::flicker_on
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set flickering to true so at every loop this light's
|
||||||
|
// color is varied based on flicker_type
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::flicker_on(){
|
||||||
|
_flickering=true;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::flicker_off
|
||||||
|
// Access: Published
|
||||||
|
// Description: Turn flickering off
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::flicker_off(){
|
||||||
|
_flickering=false;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::is_flickering
|
||||||
|
// Access: Published
|
||||||
|
// Description: Check is this light is flickering
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE bool PolylightNode::is_flickering() const {
|
||||||
|
return _flickering;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_flicker_type
|
||||||
|
// Access: Published
|
||||||
|
// Description: Flicker type can be "random" or "sin"
|
||||||
|
// At a later point there might be a "custom"
|
||||||
|
// Custom flicker will be a set of fix points recorded
|
||||||
|
// by animating the light's intensity
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE bool PolylightNode::set_flicker_type(string type){
|
||||||
|
nassertr(type == "random" || type == "sin",false);
|
||||||
|
|
||||||
|
|
||||||
|
_flicker_type=type;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_flicker_type
|
||||||
|
// Access: Published
|
||||||
|
// Description: Returns "random" or "sin"
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE string PolylightNode::get_flicker_type() const {
|
||||||
|
return _flicker_type;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_offset
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set the offset value for the random and sin
|
||||||
|
// flicker variations... used to tweak the flicker
|
||||||
|
// This value is added to the variation
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_offset(float offset){
|
||||||
|
_offset=offset;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_offset
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get the offset value for the random and sin
|
||||||
|
// flicker variations
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_offset() const {
|
||||||
|
return _offset;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_scale
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set the scale value for the random and sin
|
||||||
|
// flicker variations... used to tweak the flicker
|
||||||
|
// This value is multiplied with the variation
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_scale(float scale){
|
||||||
|
_scale=scale;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_scale
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get the scale value for the random and sin
|
||||||
|
// flicker variations
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_scale() const {
|
||||||
|
return _scale;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_step_size
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set the step size for the sin function in flicker
|
||||||
|
// This is the increment size for the value supplied
|
||||||
|
// to the sin function
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_step_size(float step){
|
||||||
|
_step_size=step;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_step_size
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get the step size for the sin function in flicker
|
||||||
|
// This is the increment size for the value supplied
|
||||||
|
// to the sin function
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_step_size() const {
|
||||||
|
return _step_size;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_color
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set the light's color... 3 floats between 0 and 1
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_color(float r, float g, float b) {
|
||||||
|
Colorf color;
|
||||||
|
color[0] = r;
|
||||||
|
color[1] = g;
|
||||||
|
color[2] = b;
|
||||||
|
color[3] = 1.0;
|
||||||
|
PandaNode::set_attrib(ColorAttrib::make_flat(color));
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_color
|
||||||
|
// Access: Published
|
||||||
|
// Description: Returns the light's color as Colorf
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE Colorf PolylightNode::get_color() const {
|
||||||
|
|
||||||
|
const RenderAttrib *attrib =
|
||||||
|
PandaNode::get_attrib(ColorAttrib::get_class_type());
|
||||||
|
if (attrib != (const RenderAttrib *)NULL) {
|
||||||
|
const ColorAttrib *ca = DCAST(ColorAttrib, attrib);
|
||||||
|
if (ca->get_color_type() == ColorAttrib::T_flat) {
|
||||||
|
return ca->get_color();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return Colorf(1.0f, 1.0f, 1.0f, 1.0f);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_x
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set light's x position
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_x(float x) {
|
||||||
|
LPoint3f pos = get_pos();
|
||||||
|
pos[0] = x;
|
||||||
|
set_pos(pos[0],pos[1],pos[2]);
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_y
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set light's y position
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_y(float y) {
|
||||||
|
LPoint3f pos = get_pos();
|
||||||
|
pos[1] = y;
|
||||||
|
set_pos(pos[0],pos[1],pos[2]);
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_z
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set light's z position
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_z(float z) {
|
||||||
|
LPoint3f pos = get_pos();
|
||||||
|
pos[2] = z;
|
||||||
|
set_pos(pos[0],pos[1],pos[2]);
|
||||||
|
}
|
||||||
|
/*
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_r
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set light's red between 0 and 1
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_r(float r) {
|
||||||
|
_color[0]=r;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_g
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set light's green between 0 and 1
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_g(float g) {
|
||||||
|
_color[1]=g;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_b
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set light's blue between 0 and 1
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_b(float b) {
|
||||||
|
_color[2]=b;
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_x
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get light's x position
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_x() const {
|
||||||
|
return get_pos()[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_y
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get light's y position
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_y() const {
|
||||||
|
return get_pos()[1];
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_z
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get light's z position
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_z() const {
|
||||||
|
return get_pos()[2];
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_r
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get light's red color
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_r() const {
|
||||||
|
return get_color()[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_g
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get light's green color
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_g() const {
|
||||||
|
return get_color()[1];
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_b
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get light's blue color
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_b() const {
|
||||||
|
return get_color()[2];
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::set_freq
|
||||||
|
// Access: Published
|
||||||
|
// Description: Set frequency of sin flicker
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE void PolylightNode::set_freq(float f) {
|
||||||
|
_sin_freq=f;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::get_freq
|
||||||
|
// Access: Published
|
||||||
|
// Description: Get frequency of sin flicker
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
INLINE float PolylightNode::get_freq() const {
|
||||||
|
return _sin_freq;
|
||||||
|
}
|
298
panda/src/pgraph/polylightNode.cxx
Executable file
298
panda/src/pgraph/polylightNode.cxx
Executable file
@ -0,0 +1,298 @@
|
|||||||
|
// Filename: PolylightNode.cxx
|
||||||
|
// Created by: sshodhan (02Jun04)
|
||||||
|
//
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// PANDA 3D SOFTWARE
|
||||||
|
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
|
||||||
|
//
|
||||||
|
// All use of this software is subject to the terms of the Panda 3d
|
||||||
|
// Software license. You should have received a copy of this license
|
||||||
|
// along with this source code; you will also find a current copy of
|
||||||
|
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
|
||||||
|
//
|
||||||
|
// To contact the maintainers of this program write to
|
||||||
|
// panda3d-general@lists.sourceforge.net .
|
||||||
|
//
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
#include "PolylightNode.h"
|
||||||
|
#include "config_pgraph.h"
|
||||||
|
#include "nodePath.h"
|
||||||
|
#include "clockObject.h"
|
||||||
|
#include "bamReader.h"
|
||||||
|
#include "bamWriter.h"
|
||||||
|
#include "datagram.h"
|
||||||
|
#include "datagramIterator.h"
|
||||||
|
|
||||||
|
#include <time.h>
|
||||||
|
#include <math.h>
|
||||||
|
|
||||||
|
TypeHandle PolylightNode::_type_handle;
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::Constructor
|
||||||
|
// Access: Published
|
||||||
|
// Description: Use PolylightNode() to construct a new
|
||||||
|
// PolylightNode object.
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
PolylightNode::
|
||||||
|
PolylightNode(const string &name,float x, float y, float z,
|
||||||
|
float r, float g, float b, float radius, string attenuation_type,
|
||||||
|
bool flickering, string flicker_type) :
|
||||||
|
PandaNode(name)
|
||||||
|
{
|
||||||
|
_enabled = true;
|
||||||
|
|
||||||
|
set_pos(x,y,z);
|
||||||
|
set_color(r,g,b);
|
||||||
|
|
||||||
|
_radius = radius;
|
||||||
|
set_attenuation(attenuation_type);
|
||||||
|
_a0 = 1.0;
|
||||||
|
_a1 = 0.1;
|
||||||
|
_a2 = 0.01;
|
||||||
|
_flickering = flickering;
|
||||||
|
set_flicker_type(flicker_type);
|
||||||
|
_offset = -0.5;
|
||||||
|
_scale = 0.1;
|
||||||
|
_step_size = 0.1;
|
||||||
|
_sin_freq = 2.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::Constructor
|
||||||
|
// Access: Public
|
||||||
|
// Description: If flickering is on, the do_poly_light function
|
||||||
|
// in PolylightNodeEffect will compute this light's color
|
||||||
|
// based on the variations applied in this function
|
||||||
|
// Variation can be sin or random
|
||||||
|
// Use offset, scale and step_size to tweak
|
||||||
|
// Future addition: custom function variations to flicker
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
Colorf PolylightNode::flicker() const {
|
||||||
|
float r,g,b;
|
||||||
|
|
||||||
|
Colorf color;
|
||||||
|
color = get_color();
|
||||||
|
r = color[0];
|
||||||
|
g = color[1];
|
||||||
|
b = color[2];
|
||||||
|
float variation;
|
||||||
|
|
||||||
|
if(_flicker_type == "random") {
|
||||||
|
//srand((int)ClockObject::get_global_clock()->get_frame_time());
|
||||||
|
variation = (rand()%100);// * ClockObject::get_global_clock()->get_dt();
|
||||||
|
variation /= 100.0;
|
||||||
|
//printf("Random Variation: %f\n",variation);
|
||||||
|
variation += _offset;
|
||||||
|
variation *= _scale;
|
||||||
|
}
|
||||||
|
else if(_flicker_type == "sin") {
|
||||||
|
double now = ClockObject::get_global_clock()->get_frame_time();
|
||||||
|
variation = sinf(now*_sin_freq);// * ClockObject::get_global_clock()->get_dt();
|
||||||
|
//printf("Variation: %f\n",variation);
|
||||||
|
variation += _offset;
|
||||||
|
variation *= _scale;
|
||||||
|
}
|
||||||
|
else if(_flicker_type == "fixed_point") {
|
||||||
|
// fixed point list of variation values coming soon...
|
||||||
|
//double index = (ClockObject::get_global_clock()->get_frame_time() % len(fixed_points)) * ClockObject::get_global_clock()->get_dt();
|
||||||
|
//index *= _speed;
|
||||||
|
/*if(!(int)index > len(fixed_points) {
|
||||||
|
variation = _fixed_points[(int)index];
|
||||||
|
variation += _offset;
|
||||||
|
variation *= _scale;
|
||||||
|
}*/
|
||||||
|
}
|
||||||
|
//printf("Variation: %f\n",variation);
|
||||||
|
r+=variation;
|
||||||
|
g+=variation;
|
||||||
|
b+=variation;
|
||||||
|
|
||||||
|
/* CLAMPING
|
||||||
|
if(fabs(r - color[0]) > 0.5 || fabs(g - color[1]) > 0.5 || fabs(b - color[2]) > 0.5) {
|
||||||
|
r = color[0];
|
||||||
|
g = color[1];
|
||||||
|
b = color[2];
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
//printf("Color R:%f G:%f B:%f\n",r,g,b);
|
||||||
|
return Colorf(r,g,b,1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::compare_to
|
||||||
|
// Access: Published
|
||||||
|
// Description: Returns a number less than zero if this PolylightNode
|
||||||
|
// sorts before the other one, greater than zero if it
|
||||||
|
// sorts after, or zero if they are equivalent.
|
||||||
|
//
|
||||||
|
// Two PolylightNodes are considered equivalent if they
|
||||||
|
// consist of exactly the same properties
|
||||||
|
// Otherwise, they are different; different
|
||||||
|
// PolylightNodes will be ranked in a consistent but
|
||||||
|
// undefined ordering; the ordering is useful only for
|
||||||
|
// placing the PolylightNodes in a sorted container like an
|
||||||
|
// STL set.
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
int PolylightNode::
|
||||||
|
compare_to(const PolylightNode &other) const {
|
||||||
|
|
||||||
|
if (_enabled != other._enabled) {
|
||||||
|
return _enabled ? 1 :-1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_radius != other._radius) {
|
||||||
|
return _radius < other._radius ? -1 :1;
|
||||||
|
}
|
||||||
|
LVecBase3f position = get_pos();
|
||||||
|
LVecBase3f other_position = other.get_pos();
|
||||||
|
if (position != other_position) {
|
||||||
|
return position < other_position ? -1 :1;
|
||||||
|
}
|
||||||
|
|
||||||
|
Colorf color = get_color();
|
||||||
|
Colorf other_color = other.get_color();
|
||||||
|
if (color != other_color) {
|
||||||
|
return color < other_color ? -1 :1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_attenuation_type != other._attenuation_type) {
|
||||||
|
return _attenuation_type < other._attenuation_type ? -1 :1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_a0 != other._a0) {
|
||||||
|
return _a0 < other._a0 ? -1 :1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_a1 != other._a1) {
|
||||||
|
return _a1 < other._a1 ? -1 :1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_a2 != other._a2) {
|
||||||
|
return _a2 < other._a2 ? -1 :1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_flickering != other._flickering) {
|
||||||
|
return _flickering ? 1 :-1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_flicker_type != other._flicker_type) {
|
||||||
|
return _flicker_type < other._flicker_type ? -1 :1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_offset != other._offset) {
|
||||||
|
return _offset < other._offset ? -1 :1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_scale != other._scale) {
|
||||||
|
return _scale < other._scale ? -1 :1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_step_size != other._step_size) {
|
||||||
|
return _step_size < other._step_size ? -1 :1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_sin_freq != other._sin_freq) {
|
||||||
|
return _sin_freq < other._sin_freq ? -1 :1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::register_with_read_factory
|
||||||
|
// Access: Public, Static
|
||||||
|
// Description: Tells the BamReader how to create objects of type
|
||||||
|
// PolylightNode
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
void PolylightNode::
|
||||||
|
register_with_read_factory() {
|
||||||
|
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::write_datagram
|
||||||
|
// Access: Public, Virtual
|
||||||
|
// Description: Writes the contents of this object to the datagram
|
||||||
|
// for shipping out to a Bam file.
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
void PolylightNode::
|
||||||
|
write_datagram(BamWriter *manager, Datagram &dg) {
|
||||||
|
PandaNode::write_datagram(manager, dg);
|
||||||
|
LVecBase3f position;
|
||||||
|
Colorf color;
|
||||||
|
position = get_pos();
|
||||||
|
color = get_color();
|
||||||
|
dg.add_float32(position[0]);
|
||||||
|
dg.add_float32(position[1]);
|
||||||
|
dg.add_float32(position[2]);
|
||||||
|
dg.add_float32(color[0]);
|
||||||
|
dg.add_float32(color[1]);
|
||||||
|
dg.add_float32(color[2]);
|
||||||
|
dg.add_float32(_radius);
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::make_from_bam
|
||||||
|
// Access: Protected, Static
|
||||||
|
// Description: This function is called by the BamReader's factory
|
||||||
|
// when a new object of type CompassEffect is encountered
|
||||||
|
// in the Bam file. It should create the CompassEffect
|
||||||
|
// and extract its information from the file.
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
TypedWritable *PolylightNode::
|
||||||
|
make_from_bam(const FactoryParams ¶ms) {
|
||||||
|
PolylightNode *light = new PolylightNode("");
|
||||||
|
DatagramIterator scan;
|
||||||
|
BamReader *manager;
|
||||||
|
|
||||||
|
parse_params(params, scan, manager);
|
||||||
|
light->fillin(scan, manager);
|
||||||
|
|
||||||
|
return light;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::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 CompassEffect.
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
void PolylightNode::
|
||||||
|
fillin(DatagramIterator &scan, BamReader *manager) {
|
||||||
|
PandaNode::fillin(scan, manager);
|
||||||
|
LVecBase3f position;
|
||||||
|
Colorf color;
|
||||||
|
position[0] = scan.get_float32();
|
||||||
|
position[1] = scan.get_float32();
|
||||||
|
position[2] = scan.get_float32();
|
||||||
|
set_pos(position[0],position[1],position[2]);
|
||||||
|
color[0] = scan.get_float32();
|
||||||
|
color[1] = scan.get_float32();
|
||||||
|
color[2] = scan.get_float32();
|
||||||
|
set_color(color[0], color[1], color[2]);
|
||||||
|
_radius = scan.get_float32();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: PolylightNode::output
|
||||||
|
// Access: Public, Virtual
|
||||||
|
// Description:
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
void PolylightNode::
|
||||||
|
output(ostream &out) const {
|
||||||
|
out << get_type() << ":";
|
||||||
|
//out << "Position: " << get_x() << " " << get_y() << " " << get_z() << "\n";
|
||||||
|
//out << "Color: " << get_r() << " " << get_g() << " " << get_b() << "\n";
|
||||||
|
out << "Radius: " << get_radius() << "\n";
|
||||||
|
}
|
||||||
|
|
150
panda/src/pgraph/polylightNode.h
Executable file
150
panda/src/pgraph/polylightNode.h
Executable file
@ -0,0 +1,150 @@
|
|||||||
|
// Filename: PolylightNode.h
|
||||||
|
// Created by: sshodhan (02Jun04)
|
||||||
|
//
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// PANDA 3D SOFTWARE
|
||||||
|
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
|
||||||
|
//
|
||||||
|
// All use of this software is subject to the terms of the Panda 3d
|
||||||
|
// Software license. You should have received a copy of this license
|
||||||
|
// along with this source code; you will also find a current copy of
|
||||||
|
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
|
||||||
|
//
|
||||||
|
// To contact the maintainers of this program write to
|
||||||
|
// panda3d-general@lists.sourceforge.net .
|
||||||
|
//
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
#ifndef POLYLIGHTNODE_H
|
||||||
|
#define POLYLIGHTNODE_H
|
||||||
|
|
||||||
|
#include "pandabase.h"
|
||||||
|
|
||||||
|
#include "renderEffect.h"
|
||||||
|
#include "luse.h"
|
||||||
|
#include "nodePath.h"
|
||||||
|
#include "pmap.h"
|
||||||
|
#include "notify.h"
|
||||||
|
#include "pandaNode.h"
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Class : PolylightNode
|
||||||
|
// Description : A PolylightNode
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
class EXPCL_PANDA PolylightNode : public PandaNode{
|
||||||
|
//private:
|
||||||
|
|
||||||
|
|
||||||
|
PUBLISHED:
|
||||||
|
PolylightNode(const string &name, float x = 0.0, float y = 0.0, float z = 0.0,
|
||||||
|
float r = 1.0, float g = 1.0, float b = 1.0,
|
||||||
|
float radius=50.0, string attenuation_type= "linear",
|
||||||
|
bool flickering =false, string flicker_type="random");
|
||||||
|
INLINE void enable();
|
||||||
|
INLINE void disable();
|
||||||
|
INLINE void set_pos(float x,float y, float z);
|
||||||
|
INLINE LVecBase3f get_pos() const;
|
||||||
|
INLINE void set_color(float r, float g, float b);
|
||||||
|
INLINE Colorf get_color() const;
|
||||||
|
INLINE void set_radius(float r);
|
||||||
|
INLINE float get_radius() const;
|
||||||
|
INLINE bool set_attenuation(string type);
|
||||||
|
INLINE string get_attenuation() const;
|
||||||
|
INLINE void set_a0(float a0);
|
||||||
|
INLINE void set_a1(float a1);
|
||||||
|
INLINE void set_a2(float a2);
|
||||||
|
INLINE float get_a0() const;
|
||||||
|
INLINE float get_a1() const;
|
||||||
|
INLINE float get_a2() const;
|
||||||
|
INLINE void flicker_on();
|
||||||
|
INLINE void flicker_off();
|
||||||
|
INLINE bool is_flickering() const;
|
||||||
|
INLINE bool set_flicker_type(string type);
|
||||||
|
INLINE string get_flicker_type() const;
|
||||||
|
INLINE void set_offset(float offset);
|
||||||
|
INLINE float get_offset() const;
|
||||||
|
INLINE void set_scale(float scale);
|
||||||
|
INLINE float get_scale() const;
|
||||||
|
INLINE void set_step_size(float step) ;
|
||||||
|
INLINE float get_step_size() const;
|
||||||
|
INLINE void set_x(float x);
|
||||||
|
INLINE void set_y(float y);
|
||||||
|
INLINE void set_z(float z);
|
||||||
|
//INLINE void set_r(float r);
|
||||||
|
//INLINE void set_g(float g);
|
||||||
|
//INLINE void set_b(float b);
|
||||||
|
INLINE float get_x() const;
|
||||||
|
INLINE float get_y() const;
|
||||||
|
INLINE float get_z() const;
|
||||||
|
INLINE float get_r() const;
|
||||||
|
INLINE float get_g() const;
|
||||||
|
INLINE float get_b() const;
|
||||||
|
INLINE void set_freq(float f);
|
||||||
|
INLINE float get_freq() const;
|
||||||
|
|
||||||
|
// Comparison methods
|
||||||
|
INLINE bool operator == (const PolylightNode &other) const;
|
||||||
|
INLINE bool operator != (const PolylightNode &other) const;
|
||||||
|
INLINE bool operator < (const PolylightNode &other) const;
|
||||||
|
int compare_to(const PolylightNode &other) const;
|
||||||
|
|
||||||
|
INLINE bool is_enabled() const;
|
||||||
|
|
||||||
|
public:
|
||||||
|
Colorf flicker() const;
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
bool _enabled;
|
||||||
|
//LPoint3f _position;
|
||||||
|
//Colorf _color;
|
||||||
|
float _radius;
|
||||||
|
string _attenuation_type;
|
||||||
|
float _a0;
|
||||||
|
float _a1;
|
||||||
|
float _a2;
|
||||||
|
bool _flickering;
|
||||||
|
string _flicker_type;
|
||||||
|
float _offset;
|
||||||
|
float _scale;
|
||||||
|
float _step_size;
|
||||||
|
float _sin_freq;
|
||||||
|
//float _speed;
|
||||||
|
//float fixed_points
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
static void register_with_read_factory();
|
||||||
|
virtual void write_datagram(BamWriter *manager, Datagram &dg);
|
||||||
|
virtual void output(ostream &out) const;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
static TypedWritable *make_from_bam(const FactoryParams ¶ms);
|
||||||
|
void fillin(DatagramIterator &scan, BamReader *manager);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
static TypeHandle get_class_type() {
|
||||||
|
return _type_handle;
|
||||||
|
}
|
||||||
|
static void init_type() {
|
||||||
|
RenderEffect::init_type();
|
||||||
|
register_type(_type_handle, "PolylightNode",
|
||||||
|
RenderEffect::get_class_type());
|
||||||
|
}
|
||||||
|
virtual TypeHandle get_type() const {
|
||||||
|
return get_class_type();
|
||||||
|
}
|
||||||
|
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
|
||||||
|
|
||||||
|
private:
|
||||||
|
static TypeHandle _type_handle;
|
||||||
|
};
|
||||||
|
|
||||||
|
#include "PolylightNode.I"
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
Loading…
x
Reference in New Issue
Block a user