added pstats for polylight

This commit is contained in:
Asad M. Zaman 2004-09-20 23:16:07 +00:00
parent 33d4210ff2
commit bc8f23db4b
2 changed files with 57 additions and 18 deletions

View File

@ -19,6 +19,7 @@
#include "polylightEffect.h" #include "polylightEffect.h"
#include "polylightNode.h" #include "polylightNode.h"
#include "config_pgraph.h" #include "config_pgraph.h"
#include "pStatTimer.h"
#include "nodePath.h" #include "nodePath.h"
#include "pmap.h" #include "pmap.h"
#include "colorScaleAttrib.h" #include "colorScaleAttrib.h"
@ -28,6 +29,10 @@
TypeHandle PolylightEffect::_type_handle; TypeHandle PolylightEffect::_type_handle;
#ifndef CPPPARSER
PStatCollector PolylightEffect::_cull_pcollector("Cull:Polylight");
#endif /// CPPPARSER
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
// Function: PolylightEffect::make // Function: PolylightEffect::make
// Access: Published, Static // Access: Published, Static
@ -107,7 +112,8 @@ void PolylightEffect::
cull_callback(CullTraverser *trav, CullTraverserData &data, cull_callback(CullTraverser *trav, CullTraverserData &data,
CPT(TransformState) &node_transform, CPT(TransformState) &node_transform,
CPT(RenderState) &node_state) const { CPT(RenderState) &node_state) const {
CPT(RenderAttrib) poly_light_attrib = do_poly_light(trav->get_scene()->get_scene_root(), &data, node_transform); //CPT(RenderAttrib) poly_light_attrib = do_poly_light(trav->get_scene()->get_scene_root(), &data, node_transform);
CPT(RenderAttrib) poly_light_attrib = do_poly_light(trav->get_scene(), &data, node_transform);
CPT(RenderState) poly_light_state = RenderState::make(poly_light_attrib); CPT(RenderState) poly_light_state = RenderState::make(poly_light_attrib);
node_state = node_state->compose(poly_light_state); node_state = node_state->compose(poly_light_state);
} }
@ -123,7 +129,7 @@ cull_callback(CullTraverser *trav, CullTraverserData &data,
// in respect to that light's proximity. // in respect to that light's proximity.
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) PolylightEffect:: CPT(RenderAttrib) PolylightEffect::
do_poly_light(const NodePath & root, const CullTraverserData *data, const TransformState *node_transform) const { do_poly_light(const SceneSetup *scene, const CullTraverserData *data, const TransformState *node_transform) const {
//static bool was_under_polylight = false; //static bool was_under_polylight = false;
float dist; // To calculate the distance of each light from the node float dist; // To calculate the distance of each light from the node
float r,g,b; // To hold the color calculation float r,g,b; // To hold the color calculation
@ -133,6 +139,12 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
float weight_scale; // Variable to compensate snap of color when you walk inside the light volume float weight_scale; // Variable to compensate snap of color when you walk inside the light volume
float Rcollect, Gcollect, Bcollect; float Rcollect, Gcollect, Bcollect;
PStatTimer timer(_cull_pcollector);
const NodePath &root = scene->get_scene_root();
//const NodePath &camera = scene->get_camera_path();
const NodePath &camera = scene->get_cull_center();
// Initialize Color variables // Initialize Color variables
r = g = b = 1.0; r = g = b = 1.0;
Rcollect = Gcollect = Bcollect = 0.0; Rcollect = Gcollect = Bcollect = 0.0;
@ -140,7 +152,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
// get the avatar's base color scale // get the avatar's base color scale
Colorf scene_color = root.get_color_scale(); Colorf scene_color = root.get_color_scale();
if (polylight_info) { if (polylight_info) {
pgraph_cat.info() << "scene color scale = " << scene_color << endl; pgraph_cat.debug() << "scene color scale = " << scene_color << endl;
} }
min_dist = 100000.0; min_dist = 100000.0;
// Cycle through all the lights in this effect's lightgroup // Cycle through all the lights in this effect's lightgroup
@ -154,26 +166,46 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
// Calculate the distance of the node from the light // Calculate the distance of the node from the light
//dist = light_iter->second->get_distance(data->_node_path.get_node_path()); //dist = light_iter->second->get_distance(data->_node_path.get_node_path());
const NodePath lightnp = *light_iter; const NodePath lightnp = *light_iter;
LPoint3f point = data->_node_path.get_node_path().get_relative_point(lightnp, LPoint3f avatar_position = data->_node_path.get_node_path().get_relative_point(lightnp, light->get_pos());
light->get_pos());
if (_effect_center[2]) { if (_effect_center[2]) {
dist = (point - _effect_center).length(); // this counts height difference dist = (avatar_position - _effect_center).length(); // this counts height difference
} else { } else {
// get distance as if the light is at the same height of player // get distance as if the light is at the same height of player
LVector2f xz(point[0], point[1]); LVector2f xz(avatar_position[0], avatar_position[1]);
dist = xz.length(); // this does not count height difference dist = xz.length(); // this does not count height difference
} }
if (dist <= light_radius) { // If node is in range of this light if (dist <= light_radius) { // If node is in range of this light
/*
// as to Schuyler's suggestion, lets do some vector processing relative to camera
LPoint3f light_position = light->get_pos();
LPoint3f camera_position = camera.get_relative_point(lightnp, light->get_pos());
LVector3f light_camera = camera_position - LPoint3f(0,0,0);
LVector3f light_avatar = avatar_position - LPoint3f(0,0,0);
light_camera.normalize();
light_avatar.normalize();
float intensity = light_camera.dot(light_avatar);
if (polylight_info) { if (polylight_info) {
pgraph_cat.debug() << "light's position = " << light->get_pos() << endl; pgraph_cat.debug() << "light's position = " << light->get_pos() << endl;
pgraph_cat.debug() << "relative position = " << point << endl; pgraph_cat.debug() << "relative avatar position = " << avatar_position << endl;
pgraph_cat.debug() << "relative camera position = " << camera_position << endl;
pgraph_cat.debug() << "light_camera " << light_camera << endl;
pgraph_cat.debug() << "light_avatar " << light_avatar << endl;
pgraph_cat.info() << "light_camera dot light_avatar = " << intensity << endl;
pgraph_cat.debug() << "effect center = " << _effect_center << endl; pgraph_cat.debug() << "effect center = " << _effect_center << endl;
//pgraph_cat.info() << "close to this light = " << light->get_name() << endl; //pgraph_cat.debug() << "close to this light = " << light->get_name() << endl;
pgraph_cat.info() << "dist = " << dist << ";radius = " << light_radius << endl; pgraph_cat.debug() << "dist = " << dist << ";radius = " << light_radius << endl;
} }
// map -1 to 1 into 0 to 1; and flip it
intensity = 1.0 - ((intensity + 1.0) * 0.5);
if (polylight_info) {
pgraph_cat.info() << "intensity = " << intensity << endl;
}
*/
PolylightNode::Attenuation_Type light_attenuation = light->get_attenuation(); PolylightNode::Attenuation_Type light_attenuation = light->get_attenuation();
Colorf light_color; Colorf light_color;
if (light->is_flickering()) { // If flickering, modify color if (light->is_flickering()) { // If flickering, modify color
@ -212,6 +244,8 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
light_scale = 1.0; light_scale = 1.0;
} }
//light_scale *= intensity;
if (min_dist > dist) { if (min_dist > dist) {
min_dist = dist; min_dist = dist;
// Keep accumulating each lights contribution... // Keep accumulating each lights contribution...
@ -222,7 +256,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
} }
if (polylight_info) { if (polylight_info) {
pgraph_cat.info() << "weight_scale = " << weight_scale pgraph_cat.debug() << "weight_scale = " << weight_scale
<< "; light_scale " << light_scale << endl; << "; light_scale " << light_scale << endl;
} }
@ -257,7 +291,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
//was_under_polylight = true; //was_under_polylight = true;
//data->_node_path.get_node_path().set_color_scale_off(); //data->_node_path.get_node_path().set_color_scale_off();
if (polylight_info) if (polylight_info)
pgraph_cat.info() << "num lights = " << num_lights << endl; pgraph_cat.debug() << "num lights = " << num_lights << endl;
// divide by number of lights to get average. // divide by number of lights to get average.
r = Rcollect;// / num_lights; r = Rcollect;// / num_lights;
@ -265,14 +299,14 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
b = Bcollect;// / num_lights; b = Bcollect;// / num_lights;
if (polylight_info) if (polylight_info)
pgraph_cat.info() << "avg: r=" << r << "; g=" << g << "; b=" << b << endl; pgraph_cat.debug() << "avg: r=" << r << "; g=" << g << "; b=" << b << endl;
// Now add the scene_color multiplied by weight_scale // Now add the scene_color multiplied by weight_scale
r += scene_color[0] * weight_scale; r += scene_color[0] * weight_scale;
g += scene_color[1] * weight_scale; g += scene_color[1] * weight_scale;
b += scene_color[2] * weight_scale; b += scene_color[2] * weight_scale;
if (polylight_info) if (polylight_info)
pgraph_cat.info() << "weighed: r=" << r << "; g=" << g << "; b=" << b << endl; pgraph_cat.debug() << "weighed: r=" << r << "; g=" << g << "; b=" << b << endl;
/* /*
// normalize the color // normalize the color
@ -283,7 +317,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
b = color_vector[2]; b = color_vector[2];
if (polylight_info) if (polylight_info)
pgraph_cat.info() << "unit: r=" << r << "; g=" << g << "; b=" << b << endl; pgraph_cat.debug() << "unit: r=" << r << "; g=" << g << "; b=" << b << endl;
*/ */
// cap it // cap it
@ -292,7 +326,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
b = (b > 1.0)? 1.0 : b; b = (b > 1.0)? 1.0 : b;
if (polylight_info) if (polylight_info)
pgraph_cat.info() << "capped: r=" << r << "; g=" << g << "; b=" << b << endl; pgraph_cat.debug() << "capped: r=" << r << "; g=" << g << "; b=" << b << endl;
// since this rgb will be scaled by scene_color by day night // since this rgb will be scaled by scene_color by day night
// cycle, lets undo that effect by dividing this rgb by the // cycle, lets undo that effect by dividing this rgb by the
@ -305,7 +339,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
b /= scene_color[2]; b /= scene_color[2];
if (polylight_info) if (polylight_info)
pgraph_cat.info() << "final: r=" << r << "; g=" << g << "; b=" << b << endl; pgraph_cat.debug() << "final: r=" << r << "; g=" << g << "; b=" << b << endl;
} }
/* /*

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@ -28,6 +28,8 @@
#include "polylightNode.h" #include "polylightNode.h"
#include "pmap.h" #include "pmap.h"
#include "notify.h" #include "notify.h"
#include "sceneSetup.h"
#include "pStatCollector.h"
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
@ -73,7 +75,8 @@ public:
CPT(TransformState) &node_transform, CPT(TransformState) &node_transform,
CPT(RenderState) &node_state) const; CPT(RenderState) &node_state) const;
CPT(RenderAttrib) do_poly_light(const NodePath &root, const CullTraverserData *data, const TransformState *node_transform) const; CPT(RenderAttrib) do_poly_light(const SceneSetup *scene, const CullTraverserData *data, const TransformState *node_transform) const;
//CPT(RenderAttrib) do_poly_light(const NodePath &root, const CullTraverserData *data, const TransformState *node_transform) const;
virtual void output(ostream &out) const; virtual void output(ostream &out) const;
@ -100,6 +103,8 @@ public:
} }
virtual TypeHandle force_init_type() {init_type(); return get_class_type();} virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
static PStatCollector _cull_pcollector;
private: private:
static TypeHandle _type_handle; static TypeHandle _type_handle;
}; };