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https://github.com/panda3d/panda3d.git
synced 2025-09-30 16:58:40 -04:00
took care of the dos file format on polylight* files and untabified
This commit is contained in:
parent
7e70887ab2
commit
9b3a2b9f98
@ -115,8 +115,8 @@ remove_light(const string &lightname) {
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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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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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@ -156,7 +156,7 @@ get_weight() const {
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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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// 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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@ -42,94 +42,94 @@ make() {
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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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// 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 = 1.0; // Variable to calculate attenuation
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float light_scale = 1.0; // 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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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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PolylightNode::Attenuation_Type 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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const NodePath lightnp = light_iter->second;
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LPoint3f point = data->_node_path.get_node_path().get_relative_point(lightnp,
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light->get_pos());
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dist = (point - _effect_center).length();
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if(dist < light_radius) { // If node is in range of this light
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if(light_attenuation == PolylightNode::ALINEAR) {
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light_scale = (light_radius - dist)/light_radius;
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}
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else if(light_attenuation == PolylightNode::AQUADRATIC) {
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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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else {
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light_scale = 1.0;
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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 == CALL) {
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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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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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PolylightNode::Attenuation_Type 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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const NodePath lightnp = light_iter->second;
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LPoint3f point = data->_node_path.get_node_path().get_relative_point(lightnp,
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light->get_pos());
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dist = (point - _effect_center).length();
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if(dist < light_radius) { // If node is in range of this light
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if(light_attenuation == PolylightNode::ALINEAR) {
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light_scale = (light_radius - dist)/light_radius;
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}
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else if(light_attenuation == PolylightNode::AQUADRATIC) {
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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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else {
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light_scale = 1.0;
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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 == CALL) {
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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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@ -155,21 +155,21 @@ compare_to_impl(const RenderEffect *other) const {
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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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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 (_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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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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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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@ -20,7 +20,7 @@
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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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@ -33,16 +33,16 @@
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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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// 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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enum Contrib_Type {
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@ -58,7 +58,7 @@ PUBLISHED:
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INLINE bool remove_all();
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INLINE bool set_weight(float w);
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INLINE float get_weight() const;
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INLINE bool set_contrib(Contrib_Type type);
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INLINE bool set_contrib(Contrib_Type type);
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INLINE Contrib_Type get_contrib() const;
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INLINE bool is_enabled()const;
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INLINE void set_effect_center(LPoint3f effect_center);
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@ -77,7 +77,7 @@ private:
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typedef pmap<string, NodePath> LIGHTGROUP;
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LIGHTGROUP _lightgroup;
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LPoint3f _effect_center;
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public:
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static TypeHandle get_class_type() {
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@ -75,37 +75,37 @@ Colorf PolylightNode::flicker() const {
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g = color[1];
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b = color[2];
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float variation= 0.0;
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if(_flicker_type == FRANDOM) {
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//srand((int)ClockObject::get_global_clock()->get_frame_time());
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variation = (rand()%100);// * ClockObject::get_global_clock()->get_dt();
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variation /= 100.0;
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//printf("Random Variation: %f\n",variation);
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variation += _offset;
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variation *= _scale;
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variation /= 100.0;
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//printf("Random Variation: %f\n",variation);
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variation += _offset;
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variation *= _scale;
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}
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else if(_flicker_type == FSIN) {
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double now = ClockObject::get_global_clock()->get_frame_time();
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double now = ClockObject::get_global_clock()->get_frame_time();
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variation = sinf(now*_sin_freq);// * ClockObject::get_global_clock()->get_dt();
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//printf("Variation: %f\n",variation);
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variation += _offset;
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variation *= _scale;
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//printf("Variation: %f\n",variation);
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variation += _offset;
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variation *= _scale;
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}
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else if(_flicker_type == FCUSTOM) {
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// fixed point list of variation values coming soon...
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//double index = (ClockObject::get_global_clock()->get_frame_time() % len(fixed_points)) * ClockObject::get_global_clock()->get_dt();
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//index *= _speed;
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/*if(!(int)index > len(fixed_points) {
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variation = _fixed_points[(int)index];
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variation += _offset;
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variation *= _scale;
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}*/
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//index *= _speed;
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/*if(!(int)index > len(fixed_points) {
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variation = _fixed_points[(int)index];
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variation += _offset;
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variation *= _scale;
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}*/
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}
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//printf("Variation: %f\n",variation);
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r+=variation;
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g+=variation;
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b+=variation;
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/* CLAMPING
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if(fabs(r - color[0]) > 0.5 || fabs(g - color[1]) > 0.5 || fabs(b - color[2]) > 0.5) {
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r = color[0];
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@ -126,7 +126,7 @@ Colorf PolylightNode::flicker() const {
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//
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// Two PolylightNodes are considered equivalent if they
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// consist of exactly the same properties
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// Otherwise, they are different; different
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// Otherwise, they are different; different
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// PolylightNodes will be ranked in a consistent but
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// undefined ordering; the ordering is useful only for
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// placing the PolylightNodes in a sorted container like an
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@ -134,64 +134,64 @@ Colorf PolylightNode::flicker() const {
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////////////////////////////////////////////////////////////////////
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int PolylightNode::
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compare_to(const PolylightNode &other) const {
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if (_enabled != other._enabled) {
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return _enabled ? 1 :-1;
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return _enabled ? 1 :-1;
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}
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if (_radius != other._radius) {
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return _radius < other._radius ? -1 :1;
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return _radius < other._radius ? -1 :1;
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}
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LVecBase3f position = get_pos();
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LVecBase3f other_position = other.get_pos();
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if (position != other_position) {
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return position < other_position ? -1 :1;
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return position < other_position ? -1 :1;
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}
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Colorf color = get_color();
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Colorf other_color = other.get_color();
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if (color != other_color) {
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return color < other_color ? -1 :1;
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return color < other_color ? -1 :1;
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}
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if (_attenuation_type != other._attenuation_type) {
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return _attenuation_type < other._attenuation_type ? -1 :1;
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return _attenuation_type < other._attenuation_type ? -1 :1;
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}
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if (_a0 != other._a0) {
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return _a0 < other._a0 ? -1 :1;
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return _a0 < other._a0 ? -1 :1;
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}
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if (_a1 != other._a1) {
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return _a1 < other._a1 ? -1 :1;
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return _a1 < other._a1 ? -1 :1;
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}
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if (_a2 != other._a2) {
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return _a2 < other._a2 ? -1 :1;
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return _a2 < other._a2 ? -1 :1;
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}
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if (_flickering != other._flickering) {
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return _flickering ? 1 :-1;
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return _flickering ? 1 :-1;
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}
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if (_flicker_type != other._flicker_type) {
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return _flicker_type < other._flicker_type ? -1 :1;
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return _flicker_type < other._flicker_type ? -1 :1;
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}
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if (_offset != other._offset) {
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return _offset < other._offset ? -1 :1;
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return _offset < other._offset ? -1 :1;
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}
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if (_scale != other._scale) {
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return _scale < other._scale ? -1 :1;
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return _scale < other._scale ? -1 :1;
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}
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if (_step_size != other._step_size) {
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return _step_size < other._step_size ? -1 :1;
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return _step_size < other._step_size ? -1 :1;
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}
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if (_sin_freq != other._sin_freq) {
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return _sin_freq < other._sin_freq ? -1 :1;
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return _sin_freq < other._sin_freq ? -1 :1;
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}
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@ -282,7 +282,7 @@ fillin(DatagramIterator &scan, BamReader *manager) {
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////////////////////////////////////////////////////////////////////
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// Function: PolylightNode::output
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// Access: Public, Virtual
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// Description:
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// Description:
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////////////////////////////////////////////////////////////////////
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void PolylightNode::
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output(ostream &out) const {
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@ -38,14 +38,14 @@ class EXPCL_PANDA PolylightNode : public PandaNode{
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PUBLISHED:
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/*
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// This was the old constructor... interrogate would generate a
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// separate wrapper for each parameter... so its better to
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// This was the old constructor... interrogate would generate a
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// separate wrapper for each parameter... so its better to
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// have a simpler constructor and require the programmer
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// to use set_* methods.
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PolylightNode(const string &name, float x = 0.0, float y = 0.0, float z = 0.0,
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float r = 1.0, float g = 1.0, float b = 1.0,
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float radius=50.0, string attenuation_type= "linear",
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bool flickering =false, string flicker_type="random");
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float r = 1.0, float g = 1.0, float b = 1.0,
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float radius=50.0, string attenuation_type= "linear",
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bool flickering =false, string flicker_type="random");
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*/
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enum Flicker_Type {
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@ -103,7 +103,7 @@ PUBLISHED:
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public:
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Colorf flicker() const;
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private:
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bool _enabled;
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LVecBase3f _position;
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@ -121,7 +121,7 @@ private:
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||||
float _sin_freq;
|
||||
//float _speed;
|
||||
//float fixed_points
|
||||
|
||||
|
||||
|
||||
public:
|
||||
static void register_with_read_factory();
|
||||
|
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