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620 lines
23 KiB
C++
620 lines
23 KiB
C++
// Filename: cullableObject.cxx
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// Created by: drose (04Mar02)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "cullableObject.h"
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#include "ambientLight.h"
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#include "lightAttrib.h"
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#include "nodePath.h"
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#include "material.h"
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#include "materialAttrib.h"
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#include "texGenAttrib.h"
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#include "renderState.h"
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#include "clockObject.h"
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#include "cullTraverser.h"
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#include "sceneSetup.h"
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#include "lens.h"
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#include "stateMunger.h"
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#include "pStatTimer.h"
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#include "geomVertexWriter.h"
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#include "geomVertexReader.h"
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#include "geomTriangles.h"
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#include "light.h"
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PStatCollector CullableObject::_munge_points_pcollector("*:Munge:Points");
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PStatCollector CullableObject::_munge_light_vector_pcollector("*:Munge:Light Vector");
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CullableObject *CullableObject::_deleted_chain = (CullableObject *)NULL;
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int CullableObject::_num_ever_allocated = 0;
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TypeHandle CullableObject::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: CullableObject::munge_geom
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// Access: Public
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// Description: Uses the indicated GeomMunger to transform the geom
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// and/or its vertices.
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////////////////////////////////////////////////////////////////////
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void CullableObject::
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munge_geom(GraphicsStateGuardianBase *gsg,
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GeomMunger *munger, const CullTraverser *traverser) {
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if (_geom != (Geom *)NULL) {
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_munger = munger;
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_munged_data = _geom->get_vertex_data();
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int geom_rendering = _geom->get_geom_rendering();
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geom_rendering = _state->get_geom_rendering(geom_rendering);
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geom_rendering = _modelview_transform->get_geom_rendering(geom_rendering);
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GraphicsStateGuardianBase *gsg = traverser->get_gsg();
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int gsg_bits = gsg->get_supported_geom_rendering();
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if (!hardware_point_sprites) {
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// If support for hardware point sprites or perspective-scaled
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// points is disabled, we don't allow the GSG to tell us it
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// supports them.
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gsg_bits &= ~(Geom::GR_point_perspective | Geom::GR_point_sprite);
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}
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int unsupported_bits = geom_rendering & ~gsg_bits;
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if ((unsupported_bits & Geom::GR_point_bits) != 0) {
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// The GSG doesn't support rendering these fancy points
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// directly; we have to render them in software instead.
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// Munge them into quads. This will replace the _geom and
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// _munged_data, and might also replace _state.
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if (pgraph_cat.is_spam()) {
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pgraph_cat.spam()
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<< "munge_points_to_quads() for geometry with bits: "
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<< hex << geom_rendering << ", unsupported: "
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<< (unsupported_bits & Geom::GR_point_bits) << dec << "\n";
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}
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munge_points_to_quads(traverser);
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}
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bool cpu_animated = false;
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if (unsupported_bits & Geom::GR_texcoord_light_vector) {
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// If we have to compute the light vector, we have to animate
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// the vertices in the CPU--and we have to do it before we call
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// munge_geom(), which might lose the tangent and binormal.
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CPT(GeomVertexData) animated_vertices =
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_munged_data->animate_vertices();
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if (animated_vertices != _munged_data) {
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cpu_animated = true;
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_munged_data = animated_vertices;
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}
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munge_texcoord_light_vector(traverser);
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}
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// Now invoke the munger to ensure the resulting geometry is in
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// a GSG-friendly form.
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munger->munge_geom(_geom, _munged_data);
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StateMunger *state_munger;
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DCAST_INTO_V(state_munger, munger);
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_state = state_munger->munge_state(_state);
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if (!cpu_animated) {
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// If there is any animation left in the vertex data after it
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// has been munged--that is, we couldn't arrange to handle the
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// animation in hardware--then we have to calculate that
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// animation now.
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CPT(GeomVertexData) animated_vertices =
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_munged_data->animate_vertices();
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if (animated_vertices != _munged_data) {
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cpu_animated = true;
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_munged_data = animated_vertices;
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}
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}
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#ifndef NDEBUG
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if (show_vertex_animation) {
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bool hardware_animated = (_munged_data->get_format()->get_animation().get_animation_type() == Geom::AT_hardware);
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if (cpu_animated || hardware_animated) {
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// These vertices were animated, so flash them red or blue.
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static const double flash_rate = 1.0; // 1 state change per second
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int cycle = (int)(ClockObject::get_global_clock()->get_frame_time() * flash_rate);
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if ((cycle & 1) == 0) {
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_state = cpu_animated ? get_flash_cpu_state() : get_flash_hardware_state();
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}
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}
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}
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#endif
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}
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if (_next != (CullableObject *)NULL) {
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if (_next->_state != (RenderState *)NULL) {
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_next->munge_geom(gsg, gsg->get_geom_munger(_next->_state), traverser);
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} else {
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_next->munge_geom(gsg, munger, traverser);
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: CullableObject::Destructor
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// Access: Public
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// Description: Automatically deletes the whole chain of these things.
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////////////////////////////////////////////////////////////////////
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CullableObject::
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~CullableObject() {
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if (_next != (CullableObject *)NULL) {
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delete _next;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: CullableObject::output
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void CullableObject::
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output(ostream &out) const {
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if (_geom != (Geom *)NULL) {
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out << *_geom;
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} else {
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out << "(null)";
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: CullableObject::munge_points_to_quads
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// Access: Private
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// Description: Converts a table of points to quads for rendering on
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// systems that don't support fancy points.
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//
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// This may replace _geom, _munged_data, and _state.
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////////////////////////////////////////////////////////////////////
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void CullableObject::
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munge_points_to_quads(const CullTraverser *traverser) {
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PStatTimer timer(_munge_points_pcollector);
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GraphicsStateGuardianBase *gsg = traverser->get_gsg();
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GeomVertexReader vertex(_munged_data, InternalName::get_vertex());
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GeomVertexReader normal(_munged_data, InternalName::get_normal());
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GeomVertexReader color(_munged_data, InternalName::get_color());
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GeomVertexReader texcoord(_munged_data, InternalName::get_texcoord());
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GeomVertexReader rotate(_munged_data, InternalName::get_rotate());
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GeomVertexReader size(_munged_data, InternalName::get_size());
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GeomVertexReader aspect_ratio(_munged_data, InternalName::get_aspect_ratio());
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bool has_normal = (normal.has_column());
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bool has_color = (color.has_column());
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bool has_texcoord = (texcoord.has_column());
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bool has_rotate = (rotate.has_column());
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bool has_size = (size.has_column());
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bool has_aspect_ratio = (aspect_ratio.has_column());
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bool sprite_texcoord = false;
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const TexGenAttrib *tex_gen = _state->get_tex_gen();
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if (tex_gen != (TexGenAttrib *)NULL) {
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if (tex_gen->get_mode(TextureStage::get_default()) == TexGenAttrib::M_point_sprite) {
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sprite_texcoord = true;
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// Turn off the TexGenAttrib, since we don't want it now.
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_state = _state->add_attrib(tex_gen->remove_stage(TextureStage::get_default()));
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}
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}
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PT(GeomVertexArrayFormat) new_array_format =
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new GeomVertexArrayFormat(InternalName::get_vertex(), 4,
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Geom::NT_float32,
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Geom::C_clip_point);
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if (has_normal) {
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const GeomVertexColumn *c = normal.get_column();
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new_array_format->add_column
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(InternalName::get_normal(), c->get_num_components(),
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c->get_numeric_type(), c->get_contents());
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}
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if (has_color) {
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const GeomVertexColumn *c = color.get_column();
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new_array_format->add_column
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(InternalName::get_color(), c->get_num_components(),
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c->get_numeric_type(), c->get_contents());
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}
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if (sprite_texcoord) {
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new_array_format->add_column
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(InternalName::get_texcoord(), 2,
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Geom::NT_float32,
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Geom::C_texcoord);
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} else if (has_texcoord) {
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const GeomVertexColumn *c = texcoord.get_column();
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new_array_format->add_column
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(InternalName::get_texcoord(), c->get_num_components(),
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c->get_numeric_type(), c->get_contents());
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}
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CPT(GeomVertexFormat) new_format =
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GeomVertexFormat::register_format(new_array_format);
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PT(GeomVertexData) new_data = new GeomVertexData
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(_munged_data->get_name(), new_format, Geom::UH_client);
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GeomVertexWriter new_vertex(new_data, InternalName::get_vertex());
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GeomVertexWriter new_normal(new_data, InternalName::get_normal());
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GeomVertexWriter new_color(new_data, InternalName::get_color());
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GeomVertexWriter new_texcoord(new_data, InternalName::get_texcoord());
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int new_vi = 0;
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PT(Geom) new_geom = new Geom();
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new_geom->set_vertex_data(new_data);
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const LMatrix4f &modelview = _modelview_transform->get_mat();
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SceneSetup *scene = traverser->get_scene();
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const Lens *lens = scene->get_lens();
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const LMatrix4f &projection = lens->get_projection_mat();
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int viewport_width = scene->get_viewport_width();
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int viewport_height = scene->get_viewport_height();
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float point_size = 1.0f;
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bool perspective = false;
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const RenderModeAttrib *render_mode = _state->get_render_mode();
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if (render_mode != (RenderModeAttrib *)NULL) {
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point_size = render_mode->get_thickness();
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perspective = render_mode->get_perspective();
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if (render_mode->get_mode() != RenderModeAttrib::M_filled) {
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// Be sure to turn on polygon render mode, since we're actually
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// rendering polygons, not points any more.
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_state = _state->add_attrib(RenderModeAttrib::make(RenderModeAttrib::M_filled));
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}
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}
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// We need a standard projection matrix, in a known coordinate
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// system, to compute the perspective height.
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LMatrix4f height_projection;
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if (perspective) {
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height_projection =
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LMatrix4f::convert_mat(CS_yup_right, lens->get_coordinate_system()) *
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projection;
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}
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// We will need the composite render transform to compute the
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// lighting normal.
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LMatrix4f render_transform;
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if (has_normal) {
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render_transform = modelview * projection;
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}
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// Replace each primitive in the Geom (it's presumably a GeomPoints
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// primitive, although it might be some other kind of primitive if
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// we got here because RenderModeAttrib::M_point is enabled) with a
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// new primitive that replaces each vertex with a quad of the
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// appropriate scale and orientation.
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// BUG: if we're rendering polygons in M_point mode with a
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// CullFaceAttrib in effect, we won't actually apply the
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// CullFaceAttrib but will always render all of the vertices of the
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// polygons. This is certainly a bug, but in order to fix it we'd
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// have to do the face culling ourselves--not sure if it's worth it.
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int num_primitives = _geom->get_num_primitives();
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for (int pi = 0; pi < num_primitives; ++pi) {
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const GeomPrimitive *primitive = _geom->get_primitive(pi);
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// We must first convert all of the points to eye space.
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int num_points = primitive->get_max_vertex() + 1;
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int num_vertices = primitive->get_num_vertices();
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PointData *points = (PointData *)alloca(num_points * sizeof(PointData));
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unsigned int *vertices = (unsigned int *)alloca(num_vertices * sizeof(unsigned int));
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unsigned int *vertices_end = vertices + num_vertices;
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if (primitive->is_indexed()) {
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GeomVertexReader index(primitive->get_vertices(), 0);
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for (unsigned int *vi = vertices; vi != vertices_end; ++vi) {
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// Get the point in eye-space coordinates.
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unsigned int v = index.get_data1i();
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nassertv(v < (unsigned int)num_points);
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(*vi) = v;
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vertex.set_row(v);
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points[v]._eye = modelview.xform_point(vertex.get_data3f());
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points[v]._dist = gsg->compute_distance_to(points[v]._eye);
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}
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} else {
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// Nonindexed case.
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unsigned int first_vertex = primitive->get_first_vertex();
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for (int i = 0; i < num_vertices; ++i) {
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unsigned int v = i + first_vertex;
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nassertv(v < (unsigned int)num_points);
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vertices[i] = v;
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vertex.set_row(i + first_vertex);
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points[v]._eye = modelview.xform_point(vertex.get_data3f());
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points[v]._dist = gsg->compute_distance_to(points[v]._eye);
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}
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}
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// Now sort the points in order from back-to-front so they will
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// render properly with transparency, at least with each other.
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sort(vertices, vertices_end, SortPoints(points));
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// Go through the points, now in sorted order, and generate a pair
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// of triangles for each one. We generate indexed triangles
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// instead of two-triangle strips, since this seems to be
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// generally faster on PC hardware (otherwise, we'd have to nearly
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// double the vertices to stitch all the little triangle strips
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// together).
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PT(GeomPrimitive) new_primitive = new GeomTriangles(Geom::UH_client);
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for (unsigned int *vi = vertices; vi != vertices_end; ++vi) {
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// The point in eye coordinates.
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const LPoint3f &eye = points[*vi]._eye;
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// The point in clip coordinates.
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LPoint4f p4 = LPoint4f(eye[0], eye[1], eye[2], 1.0f) * projection;
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if (has_size) {
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size.set_row(*vi);
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point_size = size.get_data1f();
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}
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float scale_y = point_size;
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if (perspective) {
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// Perspective-sized points. Here point_size is the point's
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// height in 3-d units. To arrange that, we need to figure
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// out the appropriate scaling factor based on the current
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// viewport and projection matrix.
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float scale = _modelview_transform->get_scale()[1];
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LVector3f height(0.0f, point_size * scale, scale);
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height = height * height_projection;
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scale_y = height[1] * viewport_height;
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// We should then divide the radius by the distance from the
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// camera plane, to emulate the glPointParameters() behavior.
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if (!lens->is_orthographic()) {
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scale_y /= gsg->compute_distance_to(eye);
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}
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}
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// Also factor in the homogeneous scale for being in clip
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// coordinates still.
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scale_y *= p4[3];
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float scale_x = scale_y;
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if (has_aspect_ratio) {
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aspect_ratio.set_row(*vi);
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scale_x *= aspect_ratio.get_data1f();
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}
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// Define the first two corners based on the scales in X and Y.
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LPoint2f c0(scale_x, scale_y);
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LPoint2f c1(-scale_x, scale_y);
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if (has_rotate) {
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// If we have a rotate factor, apply it to those two corners.
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rotate.set_row(*vi);
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float r = rotate.get_data1f();
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LMatrix3f mat = LMatrix3f::rotate_mat(r);
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c0 = c0 * mat;
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c1 = c1 * mat;
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}
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// Finally, scale the corners in their newly-rotated position,
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// to compensate for the aspect ratio of the viewport.
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float rx = 1.0f / viewport_width;
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float ry = 1.0f / viewport_height;
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c0.set(c0[0] * rx, c0[1] * ry);
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c1.set(c1[0] * rx, c1[1] * ry);
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new_vertex.add_data4f(p4[0] + c0[0], p4[1] + c0[1], p4[2], p4[3]);
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new_vertex.add_data4f(p4[0] + c1[0], p4[1] + c1[1], p4[2], p4[3]);
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new_vertex.add_data4f(p4[0] - c1[0], p4[1] - c1[1], p4[2], p4[3]);
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new_vertex.add_data4f(p4[0] - c0[0], p4[1] - c0[1], p4[2], p4[3]);
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if (has_normal) {
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normal.set_row(*vi);
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Normalf c = render_transform.xform_vec(normal.get_data3f());
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new_normal.add_data3f(c);
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new_normal.add_data3f(c);
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new_normal.add_data3f(c);
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new_normal.add_data3f(c);
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}
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if (has_color) {
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color.set_row(*vi);
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const Colorf &c = color.get_data4f();
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new_color.add_data4f(c);
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new_color.add_data4f(c);
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new_color.add_data4f(c);
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new_color.add_data4f(c);
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}
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if (sprite_texcoord) {
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new_texcoord.add_data2f(1.0f, 0.0f);
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new_texcoord.add_data2f(0.0f, 0.0f);
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new_texcoord.add_data2f(1.0f, 1.0f);
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new_texcoord.add_data2f(0.0f, 1.0f);
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} else if (has_texcoord) {
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texcoord.set_row(*vi);
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const LVecBase4f &c = texcoord.get_data4f();
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new_texcoord.add_data4f(c);
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new_texcoord.add_data4f(c);
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new_texcoord.add_data4f(c);
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new_texcoord.add_data4f(c);
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}
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|
|
|
new_primitive->add_vertex(new_vi);
|
|
new_primitive->add_vertex(new_vi + 1);
|
|
new_primitive->add_vertex(new_vi + 2);
|
|
new_primitive->close_primitive();
|
|
|
|
new_primitive->add_vertex(new_vi + 2);
|
|
new_primitive->add_vertex(new_vi + 1);
|
|
new_primitive->add_vertex(new_vi + 3);
|
|
new_primitive->close_primitive();
|
|
|
|
new_vi += 4;
|
|
}
|
|
|
|
new_geom->add_primitive(new_primitive);
|
|
}
|
|
|
|
_geom = new_geom.p();
|
|
_munged_data = new_data;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: CullableObject::munge_texcoord_light_vector
|
|
// Access: Private
|
|
// Description: Generates the vector from each vertex to the
|
|
// indicated light as a 3-d texture coordinate.
|
|
//
|
|
// This may replace _geom, _munged_data, and _state.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CullableObject::
|
|
munge_texcoord_light_vector(const CullTraverser *traverser) {
|
|
PStatTimer timer(_munge_light_vector_pcollector);
|
|
|
|
if (_modelview_transform->is_singular()) {
|
|
// If we're under a singular transform, never mind.
|
|
return;
|
|
}
|
|
|
|
CPT(TransformState) net_transform =
|
|
traverser->get_camera_transform()->compose(_modelview_transform);
|
|
|
|
if (!_munged_data->has_column(InternalName::get_vertex()) ||
|
|
!_munged_data->has_column(InternalName::get_normal())) {
|
|
// No vertex or normal; can't compute light vector.
|
|
return;
|
|
}
|
|
|
|
CPT(TexGenAttrib) tex_gen = _state->get_tex_gen();
|
|
nassertv(tex_gen != (TexGenAttrib *)NULL);
|
|
|
|
const TexGenAttrib::LightVectors &light_vectors = tex_gen->get_light_vectors();
|
|
TexGenAttrib::LightVectors::const_iterator lvi;
|
|
for (lvi = light_vectors.begin();
|
|
lvi != light_vectors.end();
|
|
++lvi) {
|
|
TextureStage *stage = (*lvi);
|
|
NodePath light = tex_gen->get_light(stage);
|
|
nassertv(!light.is_empty());
|
|
string source_name = tex_gen->get_source_name(stage);
|
|
Light *light_obj = light.node()->as_light();
|
|
nassertv(light_obj != (Light *)NULL);
|
|
|
|
// Determine the names of the tangent and binormal columns
|
|
// associated with the stage's texcoord name.
|
|
CPT(InternalName) tangent_name = InternalName::get_tangent_name(source_name);
|
|
CPT(InternalName) binormal_name = InternalName::get_binormal_name(source_name);
|
|
|
|
CPT(InternalName) texcoord_name = stage->get_texcoord_name();
|
|
|
|
if (_munged_data->has_column(tangent_name) &&
|
|
_munged_data->has_column(binormal_name)) {
|
|
// Create a new column for the new texcoords.
|
|
PT(GeomVertexData) new_data = _munged_data->replace_column
|
|
(texcoord_name, 3, Geom::NT_float32, Geom::C_texcoord);
|
|
_munged_data = new_data;
|
|
|
|
// Remove this TexGen stage from the state, since we're handling
|
|
// it now.
|
|
_state = _state->add_attrib(tex_gen->remove_stage(stage));
|
|
|
|
// Get the transform from the light to the object.
|
|
CPT(TransformState) light_transform =
|
|
net_transform->invert_compose(light.get_net_transform());
|
|
const LMatrix4f &light_mat = light_transform->get_mat();
|
|
|
|
GeomVertexWriter texcoord(new_data, texcoord_name);
|
|
GeomVertexReader vertex(new_data, InternalName::get_vertex());
|
|
GeomVertexReader tangent(new_data, tangent_name);
|
|
GeomVertexReader binormal(new_data, binormal_name);
|
|
GeomVertexReader normal(new_data, InternalName::get_normal());
|
|
|
|
while (!vertex.is_at_end()) {
|
|
LPoint3f p = vertex.get_data3f();
|
|
LVector3f t = tangent.get_data3f();
|
|
LVector3f b = binormal.get_data3f();
|
|
LVector3f n = normal.get_data3f();
|
|
|
|
LVector3f lv;
|
|
if (light_obj->get_vector_to_light(lv, p, light_mat)) {
|
|
texcoord.add_data3f(lv.dot(t), lv.dot(b), lv.dot(n));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: CullableObject::get_flash_cpu_state
|
|
// Access: Private, Static
|
|
// Description: Returns a RenderState for flashing the object red, to
|
|
// show it is animated by the CPU when
|
|
// show-vertex-animation is on.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(RenderState) CullableObject::
|
|
get_flash_cpu_state() {
|
|
static const Colorf flash_cpu_color(0.8f, 0.2f, 0.2f, 1.0f);
|
|
|
|
// Once someone asks for this pointer, we hold its reference count
|
|
// and never free it.
|
|
static CPT(RenderState) flash_cpu_state = (const RenderState *)NULL;
|
|
if (flash_cpu_state == (const RenderState *)NULL) {
|
|
PT(AmbientLight) ambient_light = new AmbientLight("alight");
|
|
ambient_light->set_color(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
|
|
NodePath alight(ambient_light);
|
|
|
|
CPT(LightAttrib) light_attrib = DCAST(LightAttrib, LightAttrib::make_all_off());
|
|
light_attrib = DCAST(LightAttrib, light_attrib->add_on_light(alight));
|
|
|
|
PT(Material) material = new Material;
|
|
material->set_ambient(flash_cpu_color);
|
|
material->set_diffuse(flash_cpu_color);
|
|
|
|
flash_cpu_state = RenderState::make
|
|
(light_attrib,
|
|
MaterialAttrib::make(material));
|
|
}
|
|
|
|
return flash_cpu_state;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: CullableObject::get_flash_hardware_state
|
|
// Access: Private, Static
|
|
// Description: Returns a RenderState for flashing the object blue,
|
|
// to show it is animated by the hardware when
|
|
// show-vertex-animation is on.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(RenderState) CullableObject::
|
|
get_flash_hardware_state() {
|
|
static const Colorf flash_hardware_color(0.2f, 0.2f, 0.8f, 1.0f);
|
|
|
|
// Once someone asks for this pointer, we hold its reference count
|
|
// and never free it.
|
|
static CPT(RenderState) flash_hardware_state = (const RenderState *)NULL;
|
|
if (flash_hardware_state == (const RenderState *)NULL) {
|
|
PT(AmbientLight) ambient_light = new AmbientLight("alight");
|
|
ambient_light->set_color(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
|
|
NodePath alight(ambient_light);
|
|
|
|
CPT(LightAttrib) light_attrib = DCAST(LightAttrib, LightAttrib::make_all_off());
|
|
light_attrib = DCAST(LightAttrib, light_attrib->add_on_light(alight));
|
|
|
|
PT(Material) material = new Material;
|
|
material->set_ambient(flash_hardware_color);
|
|
material->set_diffuse(flash_hardware_color);
|
|
|
|
flash_hardware_state = RenderState::make
|
|
(light_attrib,
|
|
MaterialAttrib::make(material));
|
|
}
|
|
|
|
return flash_hardware_state;
|
|
}
|