mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-02 09:52:27 -04:00
lighting
This commit is contained in:
parent
916b400101
commit
d6a9ea874d
@ -1628,7 +1628,7 @@ do_issue_color_scale() {
|
|||||||
|
|
||||||
////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////
|
||||||
// Function: GraphicsStateGuardian::do_issue_light
|
// Function: GraphicsStateGuardian::do_issue_light
|
||||||
// Access: Protected
|
// Access: Protected, Virtual
|
||||||
// Description: This implementation of do_issue_light() assumes
|
// Description: This implementation of do_issue_light() assumes
|
||||||
// we have a limited number of hardware lights
|
// we have a limited number of hardware lights
|
||||||
// available. This function assigns each light to a
|
// available. This function assigns each light to a
|
||||||
|
@ -251,7 +251,7 @@ public:
|
|||||||
void do_issue_clip_plane();
|
void do_issue_clip_plane();
|
||||||
void do_issue_color();
|
void do_issue_color();
|
||||||
void do_issue_color_scale();
|
void do_issue_color_scale();
|
||||||
void do_issue_light();
|
virtual void do_issue_light();
|
||||||
|
|
||||||
virtual void bind_light(PointLight *light_obj, const NodePath &light,
|
virtual void bind_light(PointLight *light_obj, const NodePath &light,
|
||||||
int light_id);
|
int light_id);
|
||||||
|
@ -33,10 +33,15 @@ ConfigureFn(config_glxdisplay) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
ConfigVariableString display_cfg
|
ConfigVariableString display_cfg
|
||||||
("display", "");
|
("display", "",
|
||||||
|
PRC_DESC("Specify the X display string for the default display. If this "
|
||||||
|
"is not specified, $DISPLAY is used."));
|
||||||
|
|
||||||
ConfigVariableBool glx_error_abort
|
ConfigVariableBool x_error_abort
|
||||||
("glx-error-abort", false);
|
("x-error-abort", false,
|
||||||
|
PRC_DESC("Set this true to trigger and abort (and a stack trace) on receipt "
|
||||||
|
"of an error from the X window system. This can make it easier "
|
||||||
|
"to discover where these errors are generated."));
|
||||||
|
|
||||||
ConfigVariableBool glx_get_proc_address
|
ConfigVariableBool glx_get_proc_address
|
||||||
("glx-get-proc-address", true,
|
("glx-get-proc-address", true,
|
||||||
@ -52,14 +57,14 @@ ConfigVariableBool glx_get_os_address
|
|||||||
"addresses of extension functions. This will be done only "
|
"addresses of extension functions. This will be done only "
|
||||||
"if glxGetProcAddress() cannot be used for some reason."));
|
"if glxGetProcAddress() cannot be used for some reason."));
|
||||||
|
|
||||||
ConfigVariableInt glx_wheel_up_button
|
ConfigVariableInt x_wheel_up_button
|
||||||
("glx-wheel-up-button", 4,
|
("x-wheel-up-button", 4,
|
||||||
PRC_DESC("This is the mouse button index of the wheel_up event: which "
|
PRC_DESC("This is the mouse button index of the wheel_up event: which "
|
||||||
"mouse button number does the system report when the mouse wheel "
|
"mouse button number does the system report when the mouse wheel "
|
||||||
"is rolled one notch up?"));
|
"is rolled one notch up?"));
|
||||||
|
|
||||||
ConfigVariableInt glx_wheel_down_button
|
ConfigVariableInt x_wheel_down_button
|
||||||
("glx-wheel-down-button", 5,
|
("x-wheel-down-button", 5,
|
||||||
PRC_DESC("This is the mouse button index of the wheel_down event: which "
|
PRC_DESC("This is the mouse button index of the wheel_down event: which "
|
||||||
"mouse button number does the system report when the mouse wheel "
|
"mouse button number does the system report when the mouse wheel "
|
||||||
"is rolled one notch down?"));
|
"is rolled one notch down?"));
|
||||||
|
@ -30,11 +30,11 @@ NotifyCategoryDecl(glxdisplay, EXPCL_PANDAGL, EXPTP_PANDAGL);
|
|||||||
extern EXPCL_PANDAGL void init_libglxdisplay();
|
extern EXPCL_PANDAGL void init_libglxdisplay();
|
||||||
|
|
||||||
extern ConfigVariableString display_cfg;
|
extern ConfigVariableString display_cfg;
|
||||||
extern ConfigVariableBool glx_error_abort;
|
extern ConfigVariableBool x_error_abort;
|
||||||
extern ConfigVariableBool glx_get_proc_address;
|
extern ConfigVariableBool glx_get_proc_address;
|
||||||
extern ConfigVariableBool glx_get_os_address;
|
extern ConfigVariableBool glx_get_os_address;
|
||||||
|
|
||||||
extern ConfigVariableInt glx_wheel_up_button;
|
extern ConfigVariableInt x_wheel_up_button;
|
||||||
extern ConfigVariableInt glx_wheel_down_button;
|
extern ConfigVariableInt x_wheel_down_button;
|
||||||
|
|
||||||
#endif /* __CONFIG_GLXDISPLAY_H__ */
|
#endif /* __CONFIG_GLXDISPLAY_H__ */
|
||||||
|
@ -372,7 +372,7 @@ error_handler(Display *display, XErrorEvent *error) {
|
|||||||
glxdisplay_cat.error()
|
glxdisplay_cat.error()
|
||||||
<< msg << "\n";
|
<< msg << "\n";
|
||||||
|
|
||||||
if (glx_error_abort) {
|
if (x_error_abort) {
|
||||||
abort();
|
abort();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1563,9 +1563,9 @@ get_button(XKeyEvent &key_event) {
|
|||||||
ButtonHandle glxGraphicsWindow::
|
ButtonHandle glxGraphicsWindow::
|
||||||
get_mouse_button(XButtonEvent &button_event) {
|
get_mouse_button(XButtonEvent &button_event) {
|
||||||
int index = button_event.button;
|
int index = button_event.button;
|
||||||
if (index == glx_wheel_up_button) {
|
if (index == x_wheel_up_button) {
|
||||||
return MouseButton::wheel_up();
|
return MouseButton::wheel_up();
|
||||||
} else if (index == glx_wheel_down_button) {
|
} else if (index == x_wheel_down_button) {
|
||||||
return MouseButton::wheel_down();
|
return MouseButton::wheel_down();
|
||||||
} else {
|
} else {
|
||||||
return MouseButton::button(index - 1);
|
return MouseButton::button(index - 1);
|
||||||
|
@ -22,6 +22,10 @@
|
|||||||
#include "config_tinydisplay.h"
|
#include "config_tinydisplay.h"
|
||||||
#include "pStatTimer.h"
|
#include "pStatTimer.h"
|
||||||
#include "geomVertexReader.h"
|
#include "geomVertexReader.h"
|
||||||
|
#include "ambientLight.h"
|
||||||
|
#include "pointLight.h"
|
||||||
|
#include "directionalLight.h"
|
||||||
|
#include "spotlight.h"
|
||||||
|
|
||||||
extern "C" {
|
extern "C" {
|
||||||
#include "zgl.h"
|
#include "zgl.h"
|
||||||
@ -600,10 +604,10 @@ reset() {
|
|||||||
|
|
||||||
_max_texture_dimension = 256;
|
_max_texture_dimension = 256;
|
||||||
|
|
||||||
// Count the max number of lights
|
// Actually, this number is completely arbitrary, since we allocate
|
||||||
GLint max_lights;
|
// lights dynamically. But we probably want some limit anyway to
|
||||||
glGetIntegerv(GL_MAX_LIGHTS, &max_lights);
|
// protect users from accidentally enabling a thousand lights.
|
||||||
_max_lights = max_lights;
|
_max_lights = 8;
|
||||||
|
|
||||||
_color_scale_via_lighting = false;
|
_color_scale_via_lighting = false;
|
||||||
_alpha_scale_via_texture = false;
|
_alpha_scale_via_texture = false;
|
||||||
@ -1424,16 +1428,6 @@ set_state_and_transform(const RenderState *target,
|
|||||||
_state._render_mode = _target._render_mode;
|
_state._render_mode = _target._render_mode;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((_target._transparency != _state._transparency)||
|
|
||||||
(_target._color_write != _state._color_write)||
|
|
||||||
(_target._color_blend != _state._color_blend)) {
|
|
||||||
PStatTimer timer(_draw_set_state_blending_pcollector);
|
|
||||||
do_issue_blending();
|
|
||||||
_state._transparency = _target._transparency;
|
|
||||||
_state._color_write = _target._color_write;
|
|
||||||
_state._color_blend = _target._color_blend;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (_target._texture != _state._texture) {
|
if (_target._texture != _state._texture) {
|
||||||
PStatTimer timer(_draw_set_state_texture_pcollector);
|
PStatTimer timer(_draw_set_state_texture_pcollector);
|
||||||
determine_effective_texture();
|
determine_effective_texture();
|
||||||
@ -1529,112 +1523,235 @@ release_texture(TextureContext *tc) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////
|
||||||
// Function: TinyGraphicsStateGuardian::enable_lighting
|
// Function: TinyGraphicsStateGuardian::do_issue_light
|
||||||
// Access: Protected, Virtual
|
// Access: Protected, Virtual
|
||||||
// Description: Intended to be overridden by a derived class to
|
// Description:
|
||||||
// enable or disable the use of lighting overall. This
|
|
||||||
// is called by do_issue_light() according to whether any
|
|
||||||
// lights are in use or not.
|
|
||||||
////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////
|
||||||
void TinyGraphicsStateGuardian::
|
void TinyGraphicsStateGuardian::
|
||||||
enable_lighting(bool enable) {
|
do_issue_light() {
|
||||||
static PStatCollector _draw_set_state_light_enable_lighting_pcollector("Draw:Set State:Light:Enable lighting");
|
// Initialize the current ambient light total and newly enabled
|
||||||
PStatTimer timer(_draw_set_state_light_enable_lighting_pcollector);
|
// light list
|
||||||
|
Colorf cur_ambient_light(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
int i;
|
||||||
|
|
||||||
if (enable) {
|
int num_enabled = 0;
|
||||||
glEnable(GL_LIGHTING);
|
int num_on_lights = 0;
|
||||||
} else {
|
|
||||||
glDisable(GL_LIGHTING);
|
if (display_cat.is_spam()) {
|
||||||
|
display_cat.spam()
|
||||||
|
<< "do_issue_light: " << _target._light << "\n";
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////
|
// First, release all of the previously-assigned lights.
|
||||||
// Function: TinyGraphicsStateGuardian::set_ambient_light
|
_c->lighting_enabled = false;
|
||||||
// Access: Protected, Virtual
|
|
||||||
// Description: Intended to be overridden by a derived class to
|
|
||||||
// indicate the color of the ambient light that should
|
|
||||||
// be in effect. This is called by do_issue_light() after
|
|
||||||
// all other lights have been enabled or disabled.
|
|
||||||
////////////////////////////////////////////////////////////////////
|
|
||||||
void TinyGraphicsStateGuardian::
|
|
||||||
set_ambient_light(const Colorf &color) {
|
|
||||||
static PStatCollector _draw_set_state_light_ambient_pcollector("Draw:Set State:Light:Ambient");
|
|
||||||
PStatTimer timer(_draw_set_state_light_ambient_pcollector);
|
|
||||||
|
|
||||||
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *)color.get_data());
|
GLLight *light = _c->first_light;
|
||||||
}
|
while (light != (GLLight *)NULL) {
|
||||||
|
GLLight *next = light->next;
|
||||||
////////////////////////////////////////////////////////////////////
|
PANDA_FREE_SINGLE(light);
|
||||||
// Function: TinyGraphicsStateGuardian::enable_light
|
light = next;
|
||||||
// Access: Protected, Virtual
|
|
||||||
// Description: Intended to be overridden by a derived class to
|
|
||||||
// enable the indicated light id. A specific Light will
|
|
||||||
// already have been bound to this id via bind_light().
|
|
||||||
////////////////////////////////////////////////////////////////////
|
|
||||||
void TinyGraphicsStateGuardian::
|
|
||||||
enable_light(int light_id, bool enable) {
|
|
||||||
static PStatCollector _draw_set_state_light_enable_light_pcollector("Draw:Set State:Light:Enable light");
|
|
||||||
PStatTimer timer(_draw_set_state_light_enable_light_pcollector);
|
|
||||||
|
|
||||||
if (enable) {
|
|
||||||
glEnable(get_light_id(light_id));
|
|
||||||
} else {
|
|
||||||
glDisable(get_light_id(light_id));
|
|
||||||
}
|
}
|
||||||
|
_c->first_light = NULL;
|
||||||
|
|
||||||
|
// Now, assign new lights.
|
||||||
|
if (_target._light != (LightAttrib *)NULL) {
|
||||||
|
CPT(LightAttrib) new_light = _target._light->filter_to_max(_max_lights);
|
||||||
|
if (display_cat.is_spam()) {
|
||||||
|
new_light->write(display_cat.spam(false), 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
num_on_lights = new_light->get_num_on_lights();
|
||||||
|
for (int li = 0; li < num_on_lights; li++) {
|
||||||
|
NodePath light = new_light->get_on_light(li);
|
||||||
|
nassertv(!light.is_empty());
|
||||||
|
Light *light_obj = light.node()->as_light();
|
||||||
|
nassertv(light_obj != (Light *)NULL);
|
||||||
|
|
||||||
|
_lighting_enabled = true;
|
||||||
|
_c->lighting_enabled = true;
|
||||||
|
|
||||||
|
if (light_obj->get_type() == AmbientLight::get_class_type()) {
|
||||||
|
// Accumulate all of the ambient lights together into one.
|
||||||
|
cur_ambient_light += light_obj->get_color();
|
||||||
|
|
||||||
|
} else {
|
||||||
|
// Other kinds of lights each get their own GLLight object.
|
||||||
|
GLLight *gl_light = (GLLight *)PANDA_MALLOC_SINGLE(sizeof(GLLight));
|
||||||
|
memset(gl_light, 0, sizeof(GLLight));
|
||||||
|
gl_light->enabled = true;
|
||||||
|
|
||||||
|
gl_light->next = _c->first_light;
|
||||||
|
_c->first_light = gl_light;
|
||||||
|
|
||||||
|
const Colorf &diffuse = light_obj->get_color();
|
||||||
|
gl_light->diffuse.X = diffuse[0];
|
||||||
|
gl_light->diffuse.Y = diffuse[1];
|
||||||
|
gl_light->diffuse.Z = diffuse[2];
|
||||||
|
gl_light->diffuse.W = diffuse[3];
|
||||||
|
|
||||||
|
light_obj->bind(this, light, num_enabled);
|
||||||
|
num_enabled++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_c->ambient_light_model.X = cur_ambient_light[0];
|
||||||
|
_c->ambient_light_model.Y = cur_ambient_light[1];
|
||||||
|
_c->ambient_light_model.Z = cur_ambient_light[2];
|
||||||
|
_c->ambient_light_model.W = cur_ambient_light[3];
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////
|
||||||
// Function: TinyGraphicsStateGuardian::begin_bind_lights
|
// Function: TinyGraphicsStateGuardian::bind_light
|
||||||
// Access: Protected, Virtual
|
// Access: Public, Virtual
|
||||||
// Description: Called immediately before bind_light() is called,
|
// Description: Called the first time a particular light has been
|
||||||
// this is intended to provide the derived class a hook
|
// bound to a given id within a frame, this should set
|
||||||
// in which to set up some state (like transform) that
|
// up the associated hardware light with the light's
|
||||||
// might apply to several lights.
|
// properties.
|
||||||
//
|
|
||||||
// The sequence is: begin_bind_lights() will be called,
|
|
||||||
// then one or more bind_light() calls, then
|
|
||||||
// end_bind_lights().
|
|
||||||
////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////
|
||||||
void TinyGraphicsStateGuardian::
|
void TinyGraphicsStateGuardian::
|
||||||
begin_bind_lights() {
|
bind_light(PointLight *light_obj, const NodePath &light, int light_id) {
|
||||||
static PStatCollector _draw_set_state_light_begin_bind_pcollector("Draw:Set State:Light:Begin bind");
|
GLLight *gl_light = _c->first_light;
|
||||||
PStatTimer timer(_draw_set_state_light_begin_bind_pcollector);
|
nassertv(gl_light != (GLLight *)NULL);
|
||||||
|
|
||||||
// We need to temporarily load a new matrix so we can define the
|
const Colorf &specular = light_obj->get_specular_color();
|
||||||
// light in a known coordinate system. We pick the transform of the
|
gl_light->specular.X = specular[0];
|
||||||
// root. (Alternatively, we could leave the current transform where
|
gl_light->specular.Y = specular[1];
|
||||||
// it is and compute the light position relative to that transform
|
gl_light->specular.Z = specular[2];
|
||||||
// instead of relative to the root, by composing with the matrix
|
gl_light->specular.W = specular[3];
|
||||||
// computed by _internal_transform->invert_compose(render_transform).
|
|
||||||
// But I think loading a completely new matrix is simpler.)
|
// Position needs to specify x, y, z, and w
|
||||||
|
// w == 1 implies non-infinite position
|
||||||
CPT(TransformState) render_transform =
|
CPT(TransformState) render_transform =
|
||||||
_cs_transform->compose(_scene_setup->get_world_transform());
|
_cs_transform->compose(_scene_setup->get_world_transform());
|
||||||
|
|
||||||
/*
|
CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
|
||||||
glMatrixMode(GL_MODELVIEW);
|
CPT(TransformState) net_transform = render_transform->compose(transform);
|
||||||
glPushMatrix();
|
|
||||||
glLoadMatrixf(render_transform->get_mat().get_data());
|
LPoint3f pos = light_obj->get_point() * net_transform->get_mat();
|
||||||
*/
|
gl_light->position.X = pos[0];
|
||||||
|
gl_light->position.Y = pos[1];
|
||||||
|
gl_light->position.Z = pos[2];
|
||||||
|
gl_light->position.W = 1.0f;
|
||||||
|
|
||||||
|
// Exponent == 0 implies uniform light distribution
|
||||||
|
gl_light->spot_exponent = 0.0f;
|
||||||
|
|
||||||
|
// Cutoff == 180 means uniform point light source
|
||||||
|
gl_light->spot_cutoff = 180.0f;
|
||||||
|
|
||||||
|
const LVecBase3f &att = light_obj->get_attenuation();
|
||||||
|
gl_light->attenuation[0] = att[0];
|
||||||
|
gl_light->attenuation[1] = att[1];
|
||||||
|
gl_light->attenuation[2] = att[2];
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////
|
||||||
// Function: TinyGraphicsStateGuardian::end_bind_lights
|
// Function: TinyGraphicsStateGuardian::bind_light
|
||||||
// Access: Protected, Virtual
|
// Access: Public, Virtual
|
||||||
// Description: Called after before bind_light() has been called one
|
// Description: Called the first time a particular light has been
|
||||||
// or more times (but before any geometry is issued or
|
// bound to a given id within a frame, this should set
|
||||||
// additional state is changed), this is intended to
|
// up the associated hardware light with the light's
|
||||||
// clean up any temporary changes to the state that may
|
// properties.
|
||||||
// have been made by begin_bind_lights().
|
|
||||||
////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////
|
||||||
void TinyGraphicsStateGuardian::
|
void TinyGraphicsStateGuardian::
|
||||||
end_bind_lights() {
|
bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) {
|
||||||
static PStatCollector _draw_set_state_light_end_bind_pcollector("Draw:Set State:Light:End bind");
|
GLLight *gl_light = _c->first_light;
|
||||||
PStatTimer timer(_draw_set_state_light_end_bind_pcollector);
|
nassertv(gl_light != (GLLight *)NULL);
|
||||||
|
|
||||||
/*
|
const Colorf &specular = light_obj->get_specular_color();
|
||||||
glMatrixMode(GL_MODELVIEW);
|
gl_light->specular.X = specular[0];
|
||||||
glPopMatrix();
|
gl_light->specular.Y = specular[1];
|
||||||
*/
|
gl_light->specular.Z = specular[2];
|
||||||
|
gl_light->specular.W = specular[3];
|
||||||
|
|
||||||
|
// Position needs to specify x, y, z, and w
|
||||||
|
// w == 0 implies light is at infinity
|
||||||
|
CPT(TransformState) render_transform =
|
||||||
|
_cs_transform->compose(_scene_setup->get_world_transform());
|
||||||
|
|
||||||
|
CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
|
||||||
|
CPT(TransformState) net_transform = render_transform->compose(transform);
|
||||||
|
|
||||||
|
LVector3f dir = light_obj->get_direction() * net_transform->get_mat();
|
||||||
|
gl_light->position.X = -dir[0];
|
||||||
|
gl_light->position.Y = -dir[1];
|
||||||
|
gl_light->position.Z = -dir[2];
|
||||||
|
gl_light->position.W = 0.0f;
|
||||||
|
|
||||||
|
gl_light->norm_position.X = -dir[0];
|
||||||
|
gl_light->norm_position.Y = -dir[1];
|
||||||
|
gl_light->norm_position.Z = -dir[2];
|
||||||
|
gl_V3_Norm(&gl_light->norm_position);
|
||||||
|
|
||||||
|
// Exponent == 0 implies uniform light distribution
|
||||||
|
gl_light->spot_exponent = 0.0f;
|
||||||
|
|
||||||
|
// Cutoff == 180 means uniform point light source
|
||||||
|
gl_light->spot_cutoff = 180.0f;
|
||||||
|
|
||||||
|
// Default attenuation values (only spotlight and point light can
|
||||||
|
// modify these)
|
||||||
|
gl_light->attenuation[0] = 1.0f;
|
||||||
|
gl_light->attenuation[1] = 0.0f;
|
||||||
|
gl_light->attenuation[2] = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
// Function: TinyGraphicsStateGuardian::bind_light
|
||||||
|
// Access: Public, Virtual
|
||||||
|
// Description: Called the first time a particular light has been
|
||||||
|
// bound to a given id within a frame, this should set
|
||||||
|
// up the associated hardware light with the light's
|
||||||
|
// properties.
|
||||||
|
////////////////////////////////////////////////////////////////////
|
||||||
|
void TinyGraphicsStateGuardian::
|
||||||
|
bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
|
||||||
|
GLLight *gl_light = _c->first_light;
|
||||||
|
nassertv(gl_light != (GLLight *)NULL);
|
||||||
|
|
||||||
|
const Colorf &specular = light_obj->get_specular_color();
|
||||||
|
gl_light->specular.X = specular[0];
|
||||||
|
gl_light->specular.Y = specular[1];
|
||||||
|
gl_light->specular.Z = specular[2];
|
||||||
|
gl_light->specular.W = specular[3];
|
||||||
|
|
||||||
|
Lens *lens = light_obj->get_lens();
|
||||||
|
nassertv(lens != (Lens *)NULL);
|
||||||
|
|
||||||
|
// Position needs to specify x, y, z, and w
|
||||||
|
// w == 1 implies non-infinite position
|
||||||
|
CPT(TransformState) render_transform =
|
||||||
|
_cs_transform->compose(_scene_setup->get_world_transform());
|
||||||
|
|
||||||
|
CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
|
||||||
|
CPT(TransformState) net_transform = render_transform->compose(transform);
|
||||||
|
|
||||||
|
const LMatrix4f &light_mat = net_transform->get_mat();
|
||||||
|
LPoint3f pos = lens->get_nodal_point() * light_mat;
|
||||||
|
LVector3f dir = lens->get_view_vector() * light_mat;
|
||||||
|
|
||||||
|
gl_light->position.X = pos[0];
|
||||||
|
gl_light->position.Y = pos[1];
|
||||||
|
gl_light->position.Z = pos[2];
|
||||||
|
gl_light->position.W = 1.0f;
|
||||||
|
|
||||||
|
gl_light->spot_direction.X = dir[0];
|
||||||
|
gl_light->spot_direction.Y = dir[1];
|
||||||
|
gl_light->spot_direction.Z = dir[2];
|
||||||
|
|
||||||
|
gl_light->norm_spot_direction.X = dir[0];
|
||||||
|
gl_light->norm_spot_direction.Y = dir[1];
|
||||||
|
gl_light->norm_spot_direction.Z = dir[2];
|
||||||
|
gl_V3_Norm(&gl_light->norm_spot_direction);
|
||||||
|
|
||||||
|
gl_light->spot_exponent = light_obj->get_exponent();
|
||||||
|
gl_light->spot_cutoff = lens->get_hfov() * 0.5f;
|
||||||
|
|
||||||
|
const LVecBase3f &att = light_obj->get_attenuation();
|
||||||
|
gl_light->attenuation[0] = att[0];
|
||||||
|
gl_light->attenuation[1] = att[1];
|
||||||
|
gl_light->attenuation[2] = att[2];
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////
|
||||||
|
@ -90,11 +90,13 @@ public:
|
|||||||
virtual TextureContext *prepare_texture(Texture *tex);
|
virtual TextureContext *prepare_texture(Texture *tex);
|
||||||
virtual void release_texture(TextureContext *tc);
|
virtual void release_texture(TextureContext *tc);
|
||||||
|
|
||||||
virtual void enable_lighting(bool enable);
|
virtual void do_issue_light();
|
||||||
virtual void set_ambient_light(const Colorf &color);
|
virtual void bind_light(PointLight *light_obj, const NodePath &light,
|
||||||
virtual void enable_light(int light_id, bool enable);
|
int light_id);
|
||||||
virtual void begin_bind_lights();
|
virtual void bind_light(DirectionalLight *light_obj, const NodePath &light,
|
||||||
virtual void end_bind_lights();
|
int light_id);
|
||||||
|
virtual void bind_light(Spotlight *light_obj, const NodePath &light,
|
||||||
|
int light_id);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void do_issue_transform();
|
void do_issue_transform();
|
||||||
|
Loading…
x
Reference in New Issue
Block a user