took care of the dos file format on polylight* files and untabified

This commit is contained in:
Asad M. Zaman 2004-06-18 19:10:39 +00:00
parent 7e70887ab2
commit 9b3a2b9f98
5 changed files with 136 additions and 136 deletions

View File

@ -115,8 +115,8 @@ remove_light(const string &lightname) {
INLINE bool PolylightEffect::
remove_all() {
LIGHTGROUP::const_iterator light_iter;
for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
string lightname = light_iter->first;
for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
string lightname = light_iter->first;
_lightgroup.erase(lightname);
}
return true;
@ -156,7 +156,7 @@ get_weight() const {
// _contribution_type is a string that controls how
// this division occurs.
// "proximal" : A light only contributes if the node
// is inside its volume
// is inside its volume
// "all" : All lights added to the effect are used in
// division irrespective of their light volumes
////////////////////////////////////////////////////////////////////

View File

@ -42,94 +42,94 @@ make() {
////////////////////////////////////////////////////////////////////
// Function: PolylightEffect::do_poly_light
// Access: Public
// Description: Gets the node's position and based on distance from
// Description: Gets the node's position and based on distance from
// lights in the lightgroup calculates the color to be modulated in
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) PolylightEffect::
do_poly_light(const CullTraverserData *data, const TransformState *node_transform) const {
float r,g,b; // To hold the color calculation
float dist; // To calculate the distance of each light from the node
float light_scale = 1.0; // Variable to calculate attenuation
float light_scale = 1.0; // Variable to calculate attenuation
float fd; // Variable for quadratic attenuation
float Rcollect = 0.0,Gcollect = 0.0,Bcollect = 0.0; // Color variables
int num_lights = 0; // Keep track of number of lights for division
r = 0.0;
g = 0.0;
b = 0.0;
LIGHTGROUP::const_iterator light_iter;
LIGHTGROUP::const_iterator light_iter;
// Cycle through all the lights in this effect's lightgroup
for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
const PolylightNode *light = DCAST(PolylightNode,light_iter->second.node());
// light holds the current PolylightNode
if(light->is_enabled()) { // if enabled get all the properties
float light_radius = light->get_radius();
PolylightNode::Attenuation_Type light_attenuation = light->get_attenuation();
float light_a0 = light->get_a0();
float light_a1 = light->get_a1();
float light_a2 = light->get_a2();
if(light_a0 == 0 && light_a1 == 0 && light_a2 == 0) { // To prevent division by zero
light_a0 = 1.0;
}
Colorf light_color;
if(light->is_flickering()) { // If flickering, modify color
light_color = light->flicker();
}
else {
light_color = light->get_color();
}
// Calculate the distance of the node from the light
//dist = light_iter->second->get_distance(data->_node_path.get_node_path());
const NodePath lightnp = light_iter->second;
LPoint3f point = data->_node_path.get_node_path().get_relative_point(lightnp,
light->get_pos());
dist = (point - _effect_center).length();
if(dist < light_radius) { // If node is in range of this light
if(light_attenuation == PolylightNode::ALINEAR) {
light_scale = (light_radius - dist)/light_radius;
}
else if(light_attenuation == PolylightNode::AQUADRATIC) {
fd = 1.0 / (light_a0 + light_a1 * dist + light_a2 * dist * dist);
if(fd < 1.0) {
light_scale = fd;
}
else {
light_scale = 1.0;
}
}
else {
light_scale = 1.0;
}
// Keep accumulating each lights contribution... we divide by
// number of lights later.
Rcollect += light_color[0] * light_scale;
Gcollect += light_color[1] * light_scale;
Bcollect += light_color[2] * light_scale;
num_lights++;
} // if dist< radius
} // if light is enabled
} // for all lights
if( _contribution_type == CALL) {
// 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 == 0) {
num_lights = 1;
}
Rcollect /= num_lights;
Gcollect /= num_lights;
Bcollect /= num_lights;
r = (1.0 - _weight) + Rcollect * _weight;
g = (1.0 - _weight) + Gcollect * _weight;
b = (1.0 - _weight) + Bcollect * _weight;
for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
const PolylightNode *light = DCAST(PolylightNode,light_iter->second.node());
// light holds the current PolylightNode
if(light->is_enabled()) { // if enabled get all the properties
float light_radius = light->get_radius();
PolylightNode::Attenuation_Type light_attenuation = light->get_attenuation();
float light_a0 = light->get_a0();
float light_a1 = light->get_a1();
float light_a2 = light->get_a2();
if(light_a0 == 0 && light_a1 == 0 && light_a2 == 0) { // To prevent division by zero
light_a0 = 1.0;
}
Colorf light_color;
if(light->is_flickering()) { // If flickering, modify color
light_color = light->flicker();
}
else {
light_color = light->get_color();
}
// Calculate the distance of the node from the light
//dist = light_iter->second->get_distance(data->_node_path.get_node_path());
const NodePath lightnp = light_iter->second;
LPoint3f point = data->_node_path.get_node_path().get_relative_point(lightnp,
light->get_pos());
dist = (point - _effect_center).length();
if(dist < light_radius) { // If node is in range of this light
if(light_attenuation == PolylightNode::ALINEAR) {
light_scale = (light_radius - dist)/light_radius;
}
else if(light_attenuation == PolylightNode::AQUADRATIC) {
fd = 1.0 / (light_a0 + light_a1 * dist + light_a2 * dist * dist);
if(fd < 1.0) {
light_scale = fd;
}
else {
light_scale = 1.0;
}
}
else {
light_scale = 1.0;
}
// Keep accumulating each lights contribution... we divide by
// number of lights later.
Rcollect += light_color[0] * light_scale;
Gcollect += light_color[1] * light_scale;
Bcollect += light_color[2] * light_scale;
num_lights++;
} // if dist< radius
} // if light is enabled
} // for all lights
if( _contribution_type == CALL) {
// 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 == 0) {
num_lights = 1;
}
Rcollect /= num_lights;
Gcollect /= num_lights;
Bcollect /= num_lights;
r = (1.0 - _weight) + Rcollect * _weight;
g = (1.0 - _weight) + Gcollect * _weight;
b = (1.0 - _weight) + Bcollect * _weight;
return ColorScaleAttrib::make(LVecBase4f(r,g,b,1.0));
}
@ -155,21 +155,21 @@ compare_to_impl(const RenderEffect *other) const {
DCAST_INTO_R(ta, other, 0);
if (_enabled != ta->_enabled) {
return _enabled ? 1 : -1;
return _enabled ? 1 : -1;
}
if (_contribution_type != ta->_contribution_type) {
return _contribution_type < ta->_contribution_type ? -1 : 1;
}
if (_contribution_type != ta->_contribution_type) {
return _contribution_type < ta->_contribution_type ? -1 : 1;
}
if (_weight != ta->_weight) {
return _weight < ta->_weight ? -1 :1;
return _weight < ta->_weight ? -1 :1;
}
if (_lightgroup != ta->_lightgroup) {
return _lightgroup < ta->_lightgroup ? -1 : 1;
}
if (_lightgroup != ta->_lightgroup) {
return _lightgroup < ta->_lightgroup ? -1 : 1;
}
return 0;
}

View File

@ -20,7 +20,7 @@
#define POLYLIGHTEFFECT_H
#include "pandabase.h"
#include "renderEffect.h"
#include "luse.h"
@ -33,16 +33,16 @@
////////////////////////////////////////////////////////////////////
// Class : PolylightEffect
// Description : A PolylightEffect can be used on a node to define a
// LightGroup for that node. A LightGroup contains
// Polylights which are essentially nodes that add
// color to the polygons of a model based on distance.
// PolylightNode is a cheap way to get lighting effects
// LightGroup for that node. A LightGroup contains
// Polylights which are essentially nodes that add
// color to the polygons of a model based on distance.
// PolylightNode is a cheap way to get lighting effects
// specially for night scenes
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA PolylightEffect : public RenderEffect {
private:
INLINE PolylightEffect();
PUBLISHED:
enum Contrib_Type {
@ -58,7 +58,7 @@ PUBLISHED:
INLINE bool remove_all();
INLINE bool set_weight(float w);
INLINE float get_weight() const;
INLINE bool set_contrib(Contrib_Type type);
INLINE bool set_contrib(Contrib_Type type);
INLINE Contrib_Type get_contrib() const;
INLINE bool is_enabled()const;
INLINE void set_effect_center(LPoint3f effect_center);
@ -77,7 +77,7 @@ private:
typedef pmap<string, NodePath> LIGHTGROUP;
LIGHTGROUP _lightgroup;
LPoint3f _effect_center;
public:
static TypeHandle get_class_type() {

View File

@ -75,37 +75,37 @@ Colorf PolylightNode::flicker() const {
g = color[1];
b = color[2];
float variation= 0.0;
if(_flicker_type == FRANDOM) {
//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;
variation /= 100.0;
//printf("Random Variation: %f\n",variation);
variation += _offset;
variation *= _scale;
}
else if(_flicker_type == FSIN) {
double now = ClockObject::get_global_clock()->get_frame_time();
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;
//printf("Variation: %f\n",variation);
variation += _offset;
variation *= _scale;
}
else if(_flicker_type == FCUSTOM) {
// 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;
}*/
//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];
@ -126,7 +126,7 @@ Colorf PolylightNode::flicker() const {
//
// Two PolylightNodes are considered equivalent if they
// consist of exactly the same properties
// Otherwise, they are different; different
// 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
@ -134,64 +134,64 @@ Colorf PolylightNode::flicker() const {
////////////////////////////////////////////////////////////////////
int PolylightNode::
compare_to(const PolylightNode &other) const {
if (_enabled != other._enabled) {
return _enabled ? 1 :-1;
return _enabled ? 1 :-1;
}
if (_radius != other._radius) {
return _radius < other._radius ? -1 :1;
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;
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;
return color < other_color ? -1 :1;
}
if (_attenuation_type != other._attenuation_type) {
return _attenuation_type < other._attenuation_type ? -1 :1;
return _attenuation_type < other._attenuation_type ? -1 :1;
}
if (_a0 != other._a0) {
return _a0 < other._a0 ? -1 :1;
return _a0 < other._a0 ? -1 :1;
}
if (_a1 != other._a1) {
return _a1 < other._a1 ? -1 :1;
return _a1 < other._a1 ? -1 :1;
}
if (_a2 != other._a2) {
return _a2 < other._a2 ? -1 :1;
return _a2 < other._a2 ? -1 :1;
}
if (_flickering != other._flickering) {
return _flickering ? 1 :-1;
return _flickering ? 1 :-1;
}
if (_flicker_type != other._flicker_type) {
return _flicker_type < other._flicker_type ? -1 :1;
return _flicker_type < other._flicker_type ? -1 :1;
}
if (_offset != other._offset) {
return _offset < other._offset ? -1 :1;
return _offset < other._offset ? -1 :1;
}
if (_scale != other._scale) {
return _scale < other._scale ? -1 :1;
return _scale < other._scale ? -1 :1;
}
if (_step_size != other._step_size) {
return _step_size < other._step_size ? -1 :1;
return _step_size < other._step_size ? -1 :1;
}
if (_sin_freq != other._sin_freq) {
return _sin_freq < other._sin_freq ? -1 :1;
return _sin_freq < other._sin_freq ? -1 :1;
}
@ -282,7 +282,7 @@ fillin(DatagramIterator &scan, BamReader *manager) {
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::output
// Access: Public, Virtual
// Description:
// Description:
////////////////////////////////////////////////////////////////////
void PolylightNode::
output(ostream &out) const {

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@ -38,14 +38,14 @@ class EXPCL_PANDA PolylightNode : public PandaNode{
PUBLISHED:
/*
// This was the old constructor... interrogate would generate a
// separate wrapper for each parameter... so its better to
// This was the old constructor... interrogate would generate a
// separate wrapper for each parameter... so its better to
// have a simpler constructor and require the programmer
// to use set_* methods.
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");
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");
*/
enum Flicker_Type {
@ -103,7 +103,7 @@ PUBLISHED:
public:
Colorf flicker() const;
private:
bool _enabled;
LVecBase3f _position;
@ -121,7 +121,7 @@ private:
float _sin_freq;
//float _speed;
//float fixed_points
public:
static void register_with_read_factory();