1 | |
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2 | /////////////////////////////////////////////////////////////////////////// |
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3 | // |
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4 | // Realistic rain real-time simulation program |
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5 | // |
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6 | // Pierre Rousseau |
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7 | // |
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8 | /////////////////////////////////////////////////////////////////////////// |
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9 | // |
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10 | // Light Handling |
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11 | // |
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12 | /////////////////////////////////////////////////////////////////////////// |
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13 | |
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14 | |
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15 | #include "RainLight.h" |
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16 | |
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17 | |
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18 | |
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19 | |
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20 | |
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21 | |
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22 | |
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23 | |
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24 | |
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25 | |
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26 | RainLight::RainLight(SceneManager *sceneMgr, int lightNumber, ColourValue col, Vector3 LightPos, float LightAttenuation) |
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27 | {String name; |
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28 | |
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29 | mSceneMgr = sceneMgr; |
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30 | |
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31 | Vector3 decalage_ampoule(-5.5, 38, 0); |
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32 | |
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33 | Entity *mStreetLight = mSceneMgr->createEntity("Street_light_" + StringConverter::toString(lightNumber), "lampadaire.mesh"); |
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34 | mStreetLight->setMaterialName("lampMat"); |
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35 | |
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36 | mConeNode = NULL; |
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37 | SceneNode *mStreetLightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); |
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38 | mStreetLightNode->setPosition(LightPos); |
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39 | mStreetLightNode->setScale(0.8, 0.8, 0.8); |
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40 | mStreetLightNode->attachObject(mStreetLight); |
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41 | |
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42 | mLightNode = mStreetLightNode->createChildSceneNode(decalage_ampoule); |
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43 | |
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44 | name = "billboardSet_for_light" + StringConverter::toString(lightNumber); |
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45 | mBillboardSet = sceneMgr->createBillboardSet(name); |
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46 | mLightNode->attachObject(mBillboardSet); |
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47 | mBillboardSet->setMaterialName("Examples/Flare"); |
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48 | |
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49 | mBillboard = mBillboardSet->createBillboard(Vector3(0, 0, 0)); |
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50 | mBillboard->setDimensions(8, 8); |
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51 | mBillboard->setColour(col); |
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52 | |
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53 | mColour = col; |
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54 | mLightPos = mLightNode->getWorldPosition(); |
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55 | mLightDir = Vector3(-0.2, -1, 0).normalisedCopy(); |
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56 | mLightCutoff = 35; |
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57 | mLightAttenuation = LightAttenuation; |
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58 | } |
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59 | |
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60 | |
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61 | |
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62 | |
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63 | |
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64 | |
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65 | |
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66 | |
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67 | void RainLight::animate() |
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68 | { |
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69 | static Vector3 pos; |
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70 | static Vector3 dir; |
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71 | |
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72 | if (isAnimated) |
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73 | { |
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74 | h1 += stepH1 / 10.0; |
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75 | h2 += stepH2 / 10.0; |
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76 | h3 += stepH3 / 10.0; |
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77 | v1 += stepV1 / 10.0; |
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78 | v2 += stepV2 / 10.0; |
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79 | /* |
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80 | pos = Vector3(sin(h1) * sin(h2) * 10.0, sin(v1) * sin(v2) * 3.0, (cos(h1) - 1.0) * (cos(h3) - 1.0) * 10.0); |
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81 | mLightPos = mLightInitialPos + pos; |
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82 | mLightNode->setPosition(mLightPos); |
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83 | |
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84 | mLightCutoff = sin(h3) * 60.0 + 30; |
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85 | |
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86 | if (mLightCutoff < 45) |
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87 | { |
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88 | //the cone is narrow, we scale over x and z |
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89 | mConeNode->setScale(tan(mLightCutoff * _PI / 180.0) * 2.0, 1.0, tan(mLightCutoff * _PI / 180.0) * 2.0); |
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90 | } |
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91 | else |
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92 | { |
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93 | mConeNode->setScale(1.0, 1.0 / (tan(mLightCutoff * _PI / 180.0) * 2.0), 1.0); |
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94 | } |
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95 | */ |
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96 | |
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97 | dir = Vector3(sin(h1) * sin(h2), cos(h1), sin(h1) * cos(h2)).normalisedCopy(); |
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98 | if (mConeNode) |
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99 | { |
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100 | mConeNode->resetOrientation(); |
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101 | mConeNode->rotate(Vector3(0, 1, 0).getRotationTo(dir)); |
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102 | mLightDir = dir; |
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103 | } |
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104 | } |
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105 | } |
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106 | |
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107 | |
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108 | |
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109 | |
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110 | |
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111 | |
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112 | |
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113 | ////////////////////////////////////////////////////////////////////////////////////////////////// |
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114 | ////////////////////////////////////////////////////////////////////////////////////////////////// |
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115 | ////////// |
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116 | ////////// RainLightManager class |
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117 | ////////// |
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118 | ////////////////////////////////////////////////////////////////////////////////////////////////// |
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119 | ////////////////////////////////////////////////////////////////////////////////////////////////// |
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120 | |
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121 | |
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122 | RainLightManager::RainLightManager(SceneManager *sceneMgr) |
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123 | { |
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124 | mSceneMgr = sceneMgr; |
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125 | lightCount = 0; |
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126 | lightVector.clear(); |
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127 | } |
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128 | |
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129 | |
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130 | |
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131 | RainLightManager::~RainLightManager() |
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132 | {} |
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133 | |
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134 | |
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135 | |
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136 | |
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137 | void RainLightManager::addStreetLight(ColourValue col, Vector3 LightPos, float LightAttenuation) |
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138 | { |
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139 | lightVector.push_back(new RainLight(mSceneMgr, lightCount, col, LightPos, LightAttenuation)); |
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140 | |
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141 | ++lightCount; |
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142 | } |
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143 | |
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144 | |
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145 | /* |
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146 | light info texture will contain information about a light source : |
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147 | - first pixel : color |
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148 | - second pixel : position |
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149 | - third pixel : direction (if spot) |
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150 | - fourth pixel : spot cutoff angle (180 for omnidirectional), distance attenuation (% / m) |
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151 | */ |
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152 | |
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153 | //void RainLightManager::createLightInfoTexture(int lightIndex, ColourValue col, Vector3 lightPosition, Vector3 lightDirection) |
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154 | void RainLightManager::createLightInfoTexture() |
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155 | { |
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156 | std::cout << std::endl << " Creating light information texture " << std::endl << std::endl; |
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157 | |
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158 | |
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159 | TexturePtr DynamicLightInfoTexture = TextureManager::getSingleton().createManual( |
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160 | LIGHT_INFO_TEXTURE_NAME, // name |
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161 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, |
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162 | TEX_TYPE_2D, // type |
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163 | 4, lightCount, // width & height |
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164 | 0, // number of mipmaps |
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165 | PF_FLOAT32_RGBA, // pixel format |
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166 | TU_DYNAMIC_WRITE_ONLY_DISCARDABLE); |
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167 | |
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168 | // Get the pixel buffer |
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169 | HardwarePixelBufferSharedPtr pixelBuffer = DynamicLightInfoTexture->getBuffer(); |
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170 | |
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171 | // Lock the pixel buffer and get a pixel box |
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172 | pixelBuffer->lock(HardwareBuffer::HBL_DISCARD); |
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173 | const PixelBox& pixelBox = pixelBuffer->getCurrentLock(); |
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174 | |
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175 | float* pDest = static_cast<float*>(pixelBox.data); |
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176 | |
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177 | // Fill in some pixel data. |
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178 | |
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179 | for (int i = 0 ; i < lightCount ; i++ ) |
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180 | { |
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181 | // we search for the data of each light |
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182 | ColourValue col = lightVector[i]->getColour(); |
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183 | Vector3 pos = lightVector[i]->getPosition(); |
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184 | Vector3 dir = lightVector[i]->getDirection(); |
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185 | float cutoff = lightVector[i]->getCutoff(); |
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186 | float att = lightVector[i]->getAttenuation(); |
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187 | |
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188 | // first pixel : light color |
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189 | *pDest++ = col.r; |
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190 | *pDest++ = col.g; |
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191 | *pDest++ = col.b; |
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192 | *pDest++ = 1.0; |
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193 | // second pixel : light position |
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194 | *pDest++ = pos.x; |
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195 | *pDest++ = pos.y; |
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196 | *pDest++ = pos.z; |
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197 | *pDest++ = 1.0; |
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198 | // third pixel : light direction |
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199 | *pDest++ = dir.x; |
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200 | *pDest++ = dir.y; |
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201 | *pDest++ = dir.z; |
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202 | *pDest++ = 1.0; |
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203 | // fourth pixel : cutoff and attenuation |
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204 | *pDest++ = cutoff; |
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205 | *pDest++ = att; |
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206 | *pDest++ = 1.0; |
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207 | *pDest++ = 1.0; |
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208 | } |
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209 | // Unlock the pixel buffer |
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210 | pixelBuffer->unlock(); |
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211 | |
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212 | DynamicLightInfoTexture->load(); |
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213 | } |
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214 | |
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215 | |
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216 | |
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217 | |
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218 | void RainLightManager::updateLightInfoTexture() |
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219 | { |
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220 | TexturePtr DynamicLightInfoTexture = TextureManager::getSingleton().getByName(LIGHT_INFO_TEXTURE_NAME); |
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221 | |
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222 | // Get the pixel buffer |
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223 | HardwarePixelBufferSharedPtr pixelBuffer = DynamicLightInfoTexture->getBuffer(); |
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224 | |
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225 | // Lock the pixel buffer and get a pixel box |
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226 | pixelBuffer->lock(HardwareBuffer::HBL_DISCARD); |
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227 | const PixelBox& pixelBox = pixelBuffer->getCurrentLock(); |
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228 | |
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229 | float* pDest = static_cast<float*>(pixelBox.data); |
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230 | |
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231 | // Fill in some pixel data. |
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232 | for (int i = 0 ; i < lightCount ; i++ ) |
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233 | { |
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234 | // we search for the data of each light |
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235 | ColourValue col = lightVector[i]->getColour(); |
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236 | Vector3 pos = lightVector[i]->getPosition(); |
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237 | Vector3 dir = lightVector[i]->getDirection(); |
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238 | float cutoff = lightVector[i]->getCutoff(); |
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239 | float att = lightVector[i]->getAttenuation(); |
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240 | |
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241 | // first pixel : light color |
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242 | *pDest++ = col.r; |
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243 | *pDest++ = col.g; |
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244 | *pDest++ = col.b; |
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245 | *pDest++ = 1.0; |
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246 | // second pixel : light position |
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247 | *pDest++ = pos.x; |
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248 | *pDest++ = pos.y; |
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249 | *pDest++ = pos.z; |
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250 | *pDest++ = 1.0; |
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251 | // third pixel : light direction |
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252 | *pDest++ = dir.x; |
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253 | *pDest++ = dir.y; |
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254 | *pDest++ = dir.z; |
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255 | *pDest++ = 1.0; |
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256 | // fourth pixel : cutoff and attenuation |
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257 | *pDest++ = cutoff; |
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258 | *pDest++ = att; |
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259 | *pDest++ = 1.0; |
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260 | *pDest++ = 1.0; |
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261 | } |
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262 | |
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263 | // Unlock the pixel buffer |
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264 | pixelBuffer->unlock(); |
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265 | |
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266 | DynamicLightInfoTexture->load(); |
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267 | } |
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268 | |
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269 | |
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270 | |
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271 | void RainLightManager::updateLights() |
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272 | { |
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273 | for (int i = 0 ; i < lightCount ; i++ ) |
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274 | { |
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275 | if (lightVector[i]->getIsAnimated()) |
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276 | { |
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277 | lightVector[i]->animate(); |
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278 | } |
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279 | } |
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280 | |
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281 | updateLightInfoTexture(); |
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282 | } |
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283 | |
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284 | |
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285 | |
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286 | |
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287 | void RainLightManager::finalizeLights() |
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288 | { |
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289 | createLightInfoTexture(); |
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290 | } |
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291 | |
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292 | |
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293 | |
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294 | |
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