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whoops, fix lighting under DirectX
This commit is contained in:
parent
d653234504
commit
f4a049454e
@ -3962,22 +3962,22 @@ issue_depth_offset(const DepthOffsetAttrib *attrib) {
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// properties.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian7::
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bind_light(PointLight *light, int light_id) {
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bind_light(PointLight *light_obj, const NodePath &light, int light_id) {
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// Get the light in "world coordinates". This means the light in
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// the coordinate space of the camera, converted to DX's coordinate
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// system.
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NodePath light_np(light);
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const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
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const LMatrix4f &light_mat = transform->get_mat();
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LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
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LPoint3f pos = light->get_point() * rel_mat;
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LPoint3f pos = light_obj->get_point() * rel_mat;
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D3DCOLORVALUE black;
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black.r = black.g = black.b = black.a = 0.0f;
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D3DLIGHT7 alight;
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alight.dltType = D3DLIGHT_POINT;
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alight.dcvDiffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
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alight.dcvDiffuse = *(D3DCOLORVALUE *)(light_obj->get_color().get_data());
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alight.dcvAmbient = black ;
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alight.dcvSpecular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
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alight.dcvSpecular = *(D3DCOLORVALUE *)(light_obj->get_specular_color().get_data());
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// Position needs to specify x, y, z, and w
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// w == 1 implies non-infinite position
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@ -3986,7 +3986,7 @@ bind_light(PointLight *light, int light_id) {
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alight.dvRange = D3DLIGHT_RANGE_MAX;
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alight.dvFalloff = 1.0f;
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const LVecBase3f &att = light->get_attenuation();
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const LVecBase3f &att = light_obj->get_attenuation();
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alight.dvAttenuation0 = (D3DVALUE)att[0];
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alight.dvAttenuation1 = (D3DVALUE)att[1];
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alight.dvAttenuation2 = (D3DVALUE)att[2];
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@ -4003,14 +4003,14 @@ bind_light(PointLight *light, int light_id) {
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// properties.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian7::
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bind_light(DirectionalLight *light, int light_id) {
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bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) {
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// Get the light in "world coordinates". This means the light in
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// the coordinate space of the camera, converted to DX's coordinate
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// system.
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NodePath light_np(light);
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const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
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const LMatrix4f &light_mat = transform->get_mat();
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LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
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LVector3f dir = light->get_direction() * rel_mat;
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LVector3f dir = light_obj->get_direction() * rel_mat;
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D3DCOLORVALUE black;
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black.r = black.g = black.b = black.a = 0.0f;
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@ -4019,9 +4019,9 @@ bind_light(DirectionalLight *light, int light_id) {
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ZeroMemory(&alight, sizeof(D3DLIGHT7));
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alight.dltType = D3DLIGHT_DIRECTIONAL;
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alight.dcvDiffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
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alight.dcvDiffuse = *(D3DCOLORVALUE *)(light_obj->get_color().get_data());
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alight.dcvAmbient = black ;
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alight.dcvSpecular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
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alight.dcvSpecular = *(D3DCOLORVALUE *)(light_obj->get_specular_color().get_data());
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alight.dvDirection = *(D3DVECTOR *)dir.get_data();
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@ -4044,15 +4044,15 @@ bind_light(DirectionalLight *light, int light_id) {
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// properties.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian7::
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bind_light(Spotlight *light, int light_id) {
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Lens *lens = light->get_lens();
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bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
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Lens *lens = light_obj->get_lens();
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nassertv(lens != (Lens *)NULL);
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// Get the light in "world coordinates". This means the light in
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// the coordinate space of the camera, converted to DX's coordinate
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// system.
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NodePath light_np(light);
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const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
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const LMatrix4f &light_mat = transform->get_mat();
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LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
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LPoint3f pos = lens->get_nodal_point() * rel_mat;
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LVector3f dir = lens->get_view_vector() * rel_mat;
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@ -4065,8 +4065,8 @@ bind_light(Spotlight *light, int light_id) {
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alight.dltType = D3DLIGHT_SPOT;
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alight.dcvAmbient = black ;
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alight.dcvDiffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
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alight.dcvSpecular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
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alight.dcvDiffuse = *(D3DCOLORVALUE *)(light_obj->get_color().get_data());
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alight.dcvSpecular = *(D3DCOLORVALUE *)(light_obj->get_specular_color().get_data());
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alight.dvPosition = *(D3DVECTOR *)pos.get_data();
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@ -4077,7 +4077,7 @@ bind_light(Spotlight *light, int light_id) {
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alight.dvTheta = 0.0f;
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alight.dvPhi = lens->get_hfov();
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const LVecBase3f &att = light->get_attenuation();
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const LVecBase3f &att = light_obj->get_attenuation();
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alight.dvAttenuation0 = (D3DVALUE)att[0];
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alight.dvAttenuation1 = (D3DVALUE)att[1];
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alight.dvAttenuation2 = (D3DVALUE)att[2];
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@ -4512,7 +4512,8 @@ bind_clip_plane(const NodePath &plane, int plane_id) {
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// Get the plane in "world coordinates". This means the plane in
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// the coordinate space of the camera, converted to DX's coordinate
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// system.
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const LMatrix4f &plane_mat = plane.get_mat(_scene_setup->get_camera_path());
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CPT(TransformState) transform = plane.get_transform(_scene_setup->get_camera_path());
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const LMatrix4f &plane_mat = transform->get_mat();
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LMatrix4f rel_mat = plane_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
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const PlaneNode *plane_node;
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DCAST_INTO_V(plane_node, plane.node());
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@ -114,9 +114,12 @@ public:
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virtual void issue_fog(const FogAttrib *attrib);
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virtual void issue_depth_offset(const DepthOffsetAttrib *attrib);
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virtual void bind_light(PointLight *light, int light_id);
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virtual void bind_light(DirectionalLight *light, int light_id);
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virtual void bind_light(Spotlight *light, int light_id);
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virtual void bind_light(PointLight *light_obj, const NodePath &light,
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int light_id);
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virtual void bind_light(DirectionalLight *light_obj, const NodePath &light,
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int light_id);
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virtual void bind_light(Spotlight *light_obj, const NodePath &light,
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int light_id);
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//virtual bool begin_frame();
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virtual bool begin_scene();
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@ -4213,22 +4213,22 @@ issue_depth_offset(const DepthOffsetAttrib *attrib) {
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// properties.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian8::
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bind_light(PointLight *light, int light_id) {
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bind_light(PointLight *light_obj, const NodePath &light, int light_id) {
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// Get the light in "world coordinates". This means the light in
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// the coordinate space of the camera, converted to DX's coordinate
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// system.
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NodePath light_np(light);
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const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
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const LMatrix4f &light_mat = transform->get_mat();
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LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
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LPoint3f pos = light->get_point() * rel_mat;
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LPoint3f pos = light_obj->get_point() * rel_mat;
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D3DCOLORVALUE black;
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black.r = black.g = black.b = black.a = 0.0f;
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D3DLIGHT8 alight;
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alight.Type = D3DLIGHT_POINT;
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alight.Diffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
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alight.Diffuse = *(D3DCOLORVALUE *)(light_obj->get_color().get_data());
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alight.Ambient = black ;
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alight.Specular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
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alight.Specular = *(D3DCOLORVALUE *)(light_obj->get_specular_color().get_data());
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// Position needs to specify x, y, z, and w
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// w == 1 implies non-infinite position
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@ -4237,7 +4237,7 @@ bind_light(PointLight *light, int light_id) {
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alight.Range = __D3DLIGHT_RANGE_MAX;
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alight.Falloff = 1.0f;
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const LVecBase3f &att = light->get_attenuation();
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const LVecBase3f &att = light_obj->get_attenuation();
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alight.Attenuation0 = att[0];
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alight.Attenuation1 = att[1];
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alight.Attenuation2 = att[2];
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@ -4259,14 +4259,14 @@ bind_light(PointLight *light, int light_id) {
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// properties.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian8::
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bind_light(DirectionalLight *light, int light_id) {
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bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) {
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// Get the light in "world coordinates". This means the light in
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// the coordinate space of the camera, converted to DX's coordinate
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// system.
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NodePath light_np(light);
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const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
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const LMatrix4f &light_mat = transform->get_mat();
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LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
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LVector3f dir = light->get_direction() * rel_mat;
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LVector3f dir = light_obj->get_direction() * rel_mat;
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D3DCOLORVALUE black;
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black.r = black.g = black.b = black.a = 0.0f;
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@ -4275,9 +4275,9 @@ bind_light(DirectionalLight *light, int light_id) {
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ZeroMemory(&alight, sizeof(D3DLIGHT8));
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alight.Type = D3DLIGHT_DIRECTIONAL;
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alight.Diffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
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alight.Diffuse = *(D3DCOLORVALUE *)(light_obj->get_color().get_data());
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alight.Ambient = black ;
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alight.Specular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
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alight.Specular = *(D3DCOLORVALUE *)(light_obj->get_specular_color().get_data());
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alight.Direction = *(D3DVECTOR *)dir.get_data();
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@ -4305,15 +4305,15 @@ bind_light(DirectionalLight *light, int light_id) {
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// properties.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian8::
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bind_light(Spotlight *light, int light_id) {
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Lens *lens = light->get_lens();
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bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
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Lens *lens = light_obj->get_lens();
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nassertv(lens != (Lens *)NULL);
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// Get the light in "world coordinates". This means the light in
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// the coordinate space of the camera, converted to DX's coordinate
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// system.
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NodePath light_np(light);
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const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
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const LMatrix4f &light_mat = transform->get_mat();
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LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
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LPoint3f pos = lens->get_nodal_point() * rel_mat;
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LVector3f dir = lens->get_view_vector() * rel_mat;
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@ -4326,8 +4326,8 @@ bind_light(Spotlight *light, int light_id) {
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alight.Type = D3DLIGHT_SPOT;
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alight.Ambient = black ;
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alight.Diffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
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alight.Specular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
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alight.Diffuse = *(D3DCOLORVALUE *)(light_obj->get_color().get_data());
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alight.Specular = *(D3DCOLORVALUE *)(light_obj->get_specular_color().get_data());
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alight.Position = *(D3DVECTOR *)pos.get_data();
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@ -4338,7 +4338,7 @@ bind_light(Spotlight *light, int light_id) {
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alight.Theta = 0.0f;
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alight.Phi = lens->get_hfov();
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const LVecBase3f &att = light->get_attenuation();
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const LVecBase3f &att = light_obj->get_attenuation();
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alight.Attenuation0 = att[0];
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alight.Attenuation1 = att[1];
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alight.Attenuation2 = att[2];
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@ -4775,7 +4775,8 @@ bind_clip_plane(const NodePath &plane, int plane_id) {
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// Get the plane in "world coordinates". This means the plane in
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// the coordinate space of the camera, converted to DX's coordinate
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// system.
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const LMatrix4f &plane_mat = plane.get_mat(_scene_setup->get_camera_path());
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CPT(TransformState) transform = plane.get_transform(_scene_setup->get_camera_path());
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const LMatrix4f &plane_mat = transform->get_mat();
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LMatrix4f rel_mat = plane_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
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const PlaneNode *plane_node;
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DCAST_INTO_V(plane_node, plane.node());
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@ -143,9 +143,12 @@ public:
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virtual void issue_tex_gen(const TexGenAttrib *attrib);
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virtual void issue_shade_model(const ShadeModelAttrib *attrib);
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virtual void bind_light(PointLight *light, int light_id);
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virtual void bind_light(DirectionalLight *light, int light_id);
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virtual void bind_light(Spotlight *light, int light_id);
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virtual void bind_light(PointLight *light_obj, const NodePath &light,
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int light_id);
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virtual void bind_light(DirectionalLight *light_obj, const NodePath &light,
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int light_id);
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virtual void bind_light(Spotlight *light_obj, const NodePath &light,
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int light_id);
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virtual bool begin_frame();
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virtual bool begin_scene();
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@ -3398,22 +3398,22 @@ issue_depth_offset(const DepthOffsetAttrib *attrib) {
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// properties.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian9::
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bind_light(PointLight *light, int light_id) {
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bind_light(PointLight *light_obj, const NodePath &light, int light_id) {
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// Get the light in "world coordinates". This means the light in
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// the coordinate space of the camera, converted to DX's coordinate
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// system.
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NodePath light_np(light);
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const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
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const LMatrix4f &light_mat = transform->get_mat();
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LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
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LPoint3f pos = light->get_point() * rel_mat;
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LPoint3f pos = light_obj->get_point() * rel_mat;
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D3DCOLORVALUE black;
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black.r = black.g = black.b = black.a = 0.0f;
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D3DLIGHT9 alight;
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alight.Type = D3DLIGHT_POINT;
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alight.Diffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
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alight.Diffuse = *(D3DCOLORVALUE *)(light_obj->get_color().get_data());
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alight.Ambient = black ;
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alight.Specular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
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alight.Specular = *(D3DCOLORVALUE *)(light_obj->get_specular_color().get_data());
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// Position needs to specify x, y, z, and w
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// w == 1 implies non-infinite position
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@ -3422,7 +3422,7 @@ bind_light(PointLight *light, int light_id) {
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alight.Range = __D3DLIGHT_RANGE_MAX;
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alight.Falloff = 1.0f;
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const LVecBase3f &att = light->get_attenuation();
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const LVecBase3f &att = light_obj->get_attenuation();
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alight.Attenuation0 = att[0];
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alight.Attenuation1 = att[1];
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alight.Attenuation2 = att[2];
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@ -3439,14 +3439,14 @@ bind_light(PointLight *light, int light_id) {
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// properties.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian9::
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bind_light(DirectionalLight *light, int light_id) {
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bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) {
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// Get the light in "world coordinates". This means the light in
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// the coordinate space of the camera, converted to DX's coordinate
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// system.
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NodePath light_np(light);
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const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
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const LMatrix4f &light_mat = transform->get_mat();
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LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
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LVector3f dir = light->get_direction() * rel_mat;
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LVector3f dir = light_obj->get_direction() * rel_mat;
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D3DCOLORVALUE black;
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black.r = black.g = black.b = black.a = 0.0f;
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@ -3455,9 +3455,9 @@ bind_light(DirectionalLight *light, int light_id) {
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ZeroMemory(&alight, sizeof(D3DLIGHT9));
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alight.Type = D3DLIGHT_DIRECTIONAL;
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alight.Diffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
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alight.Diffuse = *(D3DCOLORVALUE *)(light_obj->get_color().get_data());
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alight.Ambient = black ;
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alight.Specular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
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alight.Specular = *(D3DCOLORVALUE *)(light_obj->get_specular_color().get_data());
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alight.Direction = *(D3DVECTOR *)dir.get_data();
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@ -3480,15 +3480,15 @@ bind_light(DirectionalLight *light, int light_id) {
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// properties.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian9::
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||||
bind_light(Spotlight *light, int light_id) {
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||||
Lens *lens = light->get_lens();
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||||
bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
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||||
Lens *lens = light_obj->get_lens();
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||||
nassertv(lens != (Lens *)NULL);
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||||
|
||||
// Get the light in "world coordinates". This means the light in
|
||||
// the coordinate space of the camera, converted to DX's coordinate
|
||||
// system.
|
||||
NodePath light_np(light);
|
||||
const LMatrix4f &light_mat = light_np.get_mat(_scene_setup->get_camera_path());
|
||||
CPT(TransformState) transform = light.get_transform(_scene_setup->get_camera_path());
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||||
const LMatrix4f &light_mat = transform->get_mat();
|
||||
LMatrix4f rel_mat = light_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
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||||
LPoint3f pos = lens->get_nodal_point() * rel_mat;
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||||
LVector3f dir = lens->get_view_vector() * rel_mat;
|
||||
@ -3501,8 +3501,8 @@ bind_light(Spotlight *light, int light_id) {
|
||||
|
||||
alight.Type = D3DLIGHT_SPOT;
|
||||
alight.Ambient = black ;
|
||||
alight.Diffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
|
||||
alight.Specular = *(D3DCOLORVALUE *)(light->get_specular_color().get_data());
|
||||
alight.Diffuse = *(D3DCOLORVALUE *)(light_obj->get_color().get_data());
|
||||
alight.Specular = *(D3DCOLORVALUE *)(light_obj->get_specular_color().get_data());
|
||||
|
||||
alight.Position = *(D3DVECTOR *)pos.get_data();
|
||||
|
||||
@ -3513,7 +3513,7 @@ bind_light(Spotlight *light, int light_id) {
|
||||
alight.Theta = 0.0f;
|
||||
alight.Phi = lens->get_hfov();
|
||||
|
||||
const LVecBase3f &att = light->get_attenuation();
|
||||
const LVecBase3f &att = light_obj->get_attenuation();
|
||||
alight.Attenuation0 = att[0];
|
||||
alight.Attenuation1 = att[1];
|
||||
alight.Attenuation2 = att[2];
|
||||
@ -3855,7 +3855,8 @@ bind_clip_plane(const NodePath &plane, int plane_id) {
|
||||
// Get the plane in "world coordinates". This means the plane in
|
||||
// the coordinate space of the camera, converted to DX's coordinate
|
||||
// system.
|
||||
const LMatrix4f &plane_mat = plane.get_mat(_scene_setup->get_camera_path());
|
||||
CPT(TransformState) transform = plane.get_transform(_scene_setup->get_camera_path());
|
||||
const LMatrix4f &plane_mat = transform->get_mat();
|
||||
LMatrix4f rel_mat = plane_mat * LMatrix4f::convert_mat(CS_yup_left, CS_default);
|
||||
const PlaneNode *plane_node;
|
||||
DCAST_INTO_V(plane_node, plane.node());
|
||||
|
@ -118,9 +118,12 @@ public:
|
||||
virtual void issue_fog(const FogAttrib *attrib);
|
||||
virtual void issue_depth_offset(const DepthOffsetAttrib *attrib);
|
||||
|
||||
virtual void bind_light(PointLight *light, int light_id);
|
||||
virtual void bind_light(DirectionalLight *light, int light_id);
|
||||
virtual void bind_light(Spotlight *light, int light_id);
|
||||
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);
|
||||
|
||||
virtual bool begin_frame();
|
||||
virtual bool begin_scene();
|
||||
|
Loading…
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Reference in New Issue
Block a user