This commit is contained in:
David Rose 2008-05-05 05:32:04 +00:00
parent 916b400101
commit d6a9ea874d
8 changed files with 243 additions and 119 deletions

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@ -1628,7 +1628,7 @@ do_issue_color_scale() {
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::do_issue_light
// Access: Protected
// Access: Protected, Virtual
// Description: This implementation of do_issue_light() assumes
// we have a limited number of hardware lights
// available. This function assigns each light to a

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@ -251,7 +251,7 @@ public:
void do_issue_clip_plane();
void do_issue_color();
void do_issue_color_scale();
void do_issue_light();
virtual void do_issue_light();
virtual void bind_light(PointLight *light_obj, const NodePath &light,
int light_id);

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@ -33,10 +33,15 @@ ConfigureFn(config_glxdisplay) {
}
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
("glx-error-abort", false);
ConfigVariableBool x_error_abort
("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
("glx-get-proc-address", true,
@ -52,14 +57,14 @@ ConfigVariableBool glx_get_os_address
"addresses of extension functions. This will be done only "
"if glxGetProcAddress() cannot be used for some reason."));
ConfigVariableInt glx_wheel_up_button
("glx-wheel-up-button", 4,
ConfigVariableInt x_wheel_up_button
("x-wheel-up-button", 4,
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 "
"is rolled one notch up?"));
ConfigVariableInt glx_wheel_down_button
("glx-wheel-down-button", 5,
ConfigVariableInt x_wheel_down_button
("x-wheel-down-button", 5,
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 "
"is rolled one notch down?"));

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@ -30,11 +30,11 @@ NotifyCategoryDecl(glxdisplay, EXPCL_PANDAGL, EXPTP_PANDAGL);
extern EXPCL_PANDAGL void init_libglxdisplay();
extern ConfigVariableString display_cfg;
extern ConfigVariableBool glx_error_abort;
extern ConfigVariableBool x_error_abort;
extern ConfigVariableBool glx_get_proc_address;
extern ConfigVariableBool glx_get_os_address;
extern ConfigVariableInt glx_wheel_up_button;
extern ConfigVariableInt glx_wheel_down_button;
extern ConfigVariableInt x_wheel_up_button;
extern ConfigVariableInt x_wheel_down_button;
#endif /* __CONFIG_GLXDISPLAY_H__ */

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@ -372,7 +372,7 @@ error_handler(Display *display, XErrorEvent *error) {
glxdisplay_cat.error()
<< msg << "\n";
if (glx_error_abort) {
if (x_error_abort) {
abort();
}

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@ -1563,9 +1563,9 @@ get_button(XKeyEvent &key_event) {
ButtonHandle glxGraphicsWindow::
get_mouse_button(XButtonEvent &button_event) {
int index = button_event.button;
if (index == glx_wheel_up_button) {
if (index == x_wheel_up_button) {
return MouseButton::wheel_up();
} else if (index == glx_wheel_down_button) {
} else if (index == x_wheel_down_button) {
return MouseButton::wheel_down();
} else {
return MouseButton::button(index - 1);

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@ -22,6 +22,10 @@
#include "config_tinydisplay.h"
#include "pStatTimer.h"
#include "geomVertexReader.h"
#include "ambientLight.h"
#include "pointLight.h"
#include "directionalLight.h"
#include "spotlight.h"
extern "C" {
#include "zgl.h"
@ -600,10 +604,10 @@ reset() {
_max_texture_dimension = 256;
// Count the max number of lights
GLint max_lights;
glGetIntegerv(GL_MAX_LIGHTS, &max_lights);
_max_lights = max_lights;
// Actually, this number is completely arbitrary, since we allocate
// lights dynamically. But we probably want some limit anyway to
// protect users from accidentally enabling a thousand lights.
_max_lights = 8;
_color_scale_via_lighting = false;
_alpha_scale_via_texture = false;
@ -1424,16 +1428,6 @@ set_state_and_transform(const RenderState *target,
_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) {
PStatTimer timer(_draw_set_state_texture_pcollector);
determine_effective_texture();
@ -1529,112 +1523,235 @@ release_texture(TextureContext *tc) {
}
////////////////////////////////////////////////////////////////////
// Function: TinyGraphicsStateGuardian::enable_lighting
// Function: TinyGraphicsStateGuardian::do_issue_light
// Access: Protected, Virtual
// Description: Intended to be overridden by a derived class to
// 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.
// Description:
////////////////////////////////////////////////////////////////////
void TinyGraphicsStateGuardian::
enable_lighting(bool enable) {
static PStatCollector _draw_set_state_light_enable_lighting_pcollector("Draw:Set State:Light:Enable lighting");
PStatTimer timer(_draw_set_state_light_enable_lighting_pcollector);
if (enable) {
glEnable(GL_LIGHTING);
} else {
glDisable(GL_LIGHTING);
do_issue_light() {
// Initialize the current ambient light total and newly enabled
// light list
Colorf cur_ambient_light(0.0f, 0.0f, 0.0f, 0.0f);
int i;
int num_enabled = 0;
int num_on_lights = 0;
if (display_cat.is_spam()) {
display_cat.spam()
<< "do_issue_light: " << _target._light << "\n";
}
}
////////////////////////////////////////////////////////////////////
// Function: TinyGraphicsStateGuardian::set_ambient_light
// 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());
}
// First, release all of the previously-assigned lights.
_c->lighting_enabled = false;
////////////////////////////////////////////////////////////////////
// Function: TinyGraphicsStateGuardian::enable_light
// 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));
GLLight *light = _c->first_light;
while (light != (GLLight *)NULL) {
GLLight *next = light->next;
PANDA_FREE_SINGLE(light);
light = next;
}
_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
// Access: Protected, Virtual
// Description: Called immediately before bind_light() is called,
// this is intended to provide the derived class a hook
// in which to set up some state (like transform) that
// might apply to several lights.
//
// The sequence is: begin_bind_lights() will be called,
// then one or more bind_light() calls, then
// end_bind_lights().
// 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::
begin_bind_lights() {
static PStatCollector _draw_set_state_light_begin_bind_pcollector("Draw:Set State:Light:Begin bind");
PStatTimer timer(_draw_set_state_light_begin_bind_pcollector);
// We need to temporarily load a new matrix so we can define the
// light in a known coordinate system. We pick the transform of the
// root. (Alternatively, we could leave the current transform where
// it is and compute the light position relative to that transform
// instead of relative to the root, by composing with the matrix
// computed by _internal_transform->invert_compose(render_transform).
// But I think loading a completely new matrix is simpler.)
bind_light(PointLight *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];
// 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());
/*
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf(render_transform->get_mat().get_data());
*/
CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
CPT(TransformState) net_transform = render_transform->compose(transform);
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
// Access: Protected, Virtual
// Description: Called after before bind_light() has been called one
// or more times (but before any geometry is issued or
// additional state is changed), this is intended to
// clean up any temporary changes to the state that may
// have been made by begin_bind_lights().
// 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::
end_bind_lights() {
static PStatCollector _draw_set_state_light_end_bind_pcollector("Draw:Set State:Light:End bind");
PStatTimer timer(_draw_set_state_light_end_bind_pcollector);
bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) {
GLLight *gl_light = _c->first_light;
nassertv(gl_light != (GLLight *)NULL);
/*
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
*/
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];
// 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];
}
////////////////////////////////////////////////////////////////////

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@ -90,11 +90,13 @@ public:
virtual TextureContext *prepare_texture(Texture *tex);
virtual void release_texture(TextureContext *tc);
virtual void enable_lighting(bool enable);
virtual void set_ambient_light(const Colorf &color);
virtual void enable_light(int light_id, bool enable);
virtual void begin_bind_lights();
virtual void end_bind_lights();
virtual void do_issue_light();
virtual void bind_light(PointLight *light_obj, const NodePath &light,
int light_id);
virtual void bind_light(DirectionalLight *light_obj, const NodePath &light,
int light_id);
virtual void bind_light(Spotlight *light_obj, const NodePath &light,
int light_id);
private:
void do_issue_transform();