[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #include "OgreStableHeaders.h"
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| 26 | #include "OgreLight.h"
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| 27 |
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| 28 | #include "OgreException.h"
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| 29 | #include "OgreSceneNode.h"
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| 30 | #include "OgreCamera.h"
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| 31 | #include "OgreSceneManager.h"
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| 32 |
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| 33 | namespace Ogre {
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| 34 | //-----------------------------------------------------------------------
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| 35 | Light::Light()
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| 36 | : mLightType(LT_POINT),
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| 37 | mPosition(Vector3::ZERO),
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| 38 | mDiffuse(ColourValue::White),
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| 39 | mSpecular(ColourValue::Black),
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| 40 | mDirection(Vector3::UNIT_Z),
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| 41 | mSpotOuter(Degree(40.0f)),
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| 42 | mSpotInner(Degree(30.0f)),
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| 43 | mSpotFalloff(1.0f),
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| 44 | mRange(100000),
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| 45 | mAttenuationConst(1.0f),
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| 46 | mAttenuationLinear(0.0f),
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| 47 | mAttenuationQuad(0.0f),
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| 48 | mPowerScale(1.0f),
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| 49 | mDerivedPosition(Vector3::ZERO),
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| 50 | mDerivedDirection(Vector3::UNIT_Z)
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| 51 | {
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| 52 | // Default to point light, white diffuse light, linear attenuation, fair range
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| 53 |
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| 54 | mParentNode = NULL;
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| 55 | mLocalTransformDirty = false;
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| 56 |
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| 57 | }
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| 58 | //-----------------------------------------------------------------------
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| 59 | Light::Light(const String& name) : MovableObject(name),
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| 60 | mLightType(LT_POINT),
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| 61 | mPosition(Vector3::ZERO),
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| 62 | mDiffuse(ColourValue::White),
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| 63 | mSpecular(ColourValue::Black),
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| 64 | mDirection(Vector3::UNIT_Z),
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| 65 | mSpotOuter(Degree(40.0f)),
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| 66 | mSpotInner(Degree(30.0f)),
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| 67 | mSpotFalloff(1.0f),
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| 68 | mRange(100000),
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| 69 | mAttenuationConst(1.0f),
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| 70 | mAttenuationLinear(0.0f),
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| 71 | mAttenuationQuad(0.0f),
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| 72 | mPowerScale(1.0f),
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| 73 | mDerivedPosition(Vector3::ZERO),
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| 74 | mDerivedDirection(Vector3::UNIT_Z)
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| 75 | {
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| 76 |
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| 77 | mParentNode = NULL;
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| 78 |
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| 79 | }
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| 80 | //-----------------------------------------------------------------------
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| 81 | Light::~Light()
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| 82 | {
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| 83 | }
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| 84 | //-----------------------------------------------------------------------
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| 85 | void Light::setType(LightTypes type)
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| 86 | {
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| 87 | mLightType = type;
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| 88 | }
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| 89 | //-----------------------------------------------------------------------
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| 90 | Light::LightTypes Light::getType(void) const
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| 91 | {
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| 92 | return mLightType;
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| 93 | }
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| 94 | //-----------------------------------------------------------------------
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| 95 | void Light::setPosition(Real x, Real y, Real z)
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| 96 | {
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| 97 | mPosition.x = x;
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| 98 | mPosition.y = y;
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| 99 | mPosition.z = z;
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| 100 | mLocalTransformDirty = true;
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| 101 |
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| 102 | }
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| 103 | //-----------------------------------------------------------------------
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| 104 | void Light::setPosition(const Vector3& vec)
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| 105 | {
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| 106 | mPosition = vec;
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| 107 | mLocalTransformDirty = true;
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| 108 | }
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| 109 | //-----------------------------------------------------------------------
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| 110 | const Vector3& Light::getPosition(void) const
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| 111 | {
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| 112 | return mPosition;
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| 113 | }
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| 114 | //-----------------------------------------------------------------------
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| 115 | void Light::setDirection(Real x, Real y, Real z)
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| 116 | {
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| 117 | mDirection.x = x;
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| 118 | mDirection.y = y;
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| 119 | mDirection.z = z;
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| 120 | mLocalTransformDirty = true;
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| 121 | }
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| 122 | //-----------------------------------------------------------------------
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| 123 | void Light::setDirection(const Vector3& vec)
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| 124 | {
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| 125 | mDirection = vec;
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| 126 | mLocalTransformDirty = true;
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| 127 | }
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| 128 | //-----------------------------------------------------------------------
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| 129 | const Vector3& Light::getDirection(void) const
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| 130 | {
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| 131 | return mDirection;
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| 132 | }
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| 133 | //-----------------------------------------------------------------------
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| 134 | void Light::setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff)
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| 135 | {
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| 136 |
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| 137 | if (mLightType != LT_SPOTLIGHT)
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| 138 | OGRE_EXCEPT(9999,
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| 139 | "setSpotlightRange is only valid for spotlights.",
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| 140 | "Light::setSpotlightRange");
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| 141 |
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| 142 | mSpotInner =innerAngle;
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| 143 | mSpotOuter = outerAngle;
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| 144 | mSpotFalloff = falloff;
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| 145 | }
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| 146 | //-----------------------------------------------------------------------
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| 147 | void Light::setSpotlightInnerAngle(const Radian& val)
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| 148 | {
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| 149 | mSpotInner = val;
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| 150 | }
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| 151 | //-----------------------------------------------------------------------
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| 152 | void Light::setSpotlightOuterAngle(const Radian& val)
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| 153 | {
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| 154 | mSpotOuter = val;
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| 155 | }
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| 156 | //-----------------------------------------------------------------------
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| 157 | void Light::setSpotlightFalloff(Real val)
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| 158 | {
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| 159 | mSpotFalloff = val;
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| 160 | }
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| 161 | //-----------------------------------------------------------------------
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| 162 | const Radian& Light::getSpotlightInnerAngle(void) const
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| 163 | {
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| 164 | return mSpotInner;
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| 165 | }
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| 166 | //-----------------------------------------------------------------------
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| 167 | const Radian& Light::getSpotlightOuterAngle(void) const
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| 168 | {
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| 169 | return mSpotOuter;
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| 170 | }
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| 171 | //-----------------------------------------------------------------------
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| 172 | Real Light::getSpotlightFalloff(void) const
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| 173 | {
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| 174 | return mSpotFalloff;
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| 175 | }
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| 176 | //-----------------------------------------------------------------------
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| 177 | void Light::setDiffuseColour(Real red, Real green, Real blue)
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| 178 | {
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| 179 | mDiffuse.r = red;
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| 180 | mDiffuse.b = blue;
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| 181 | mDiffuse.g = green;
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| 182 | }
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| 183 | //-----------------------------------------------------------------------
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| 184 | void Light::setDiffuseColour(const ColourValue& colour)
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| 185 | {
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| 186 | mDiffuse = colour;
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| 187 | }
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| 188 | //-----------------------------------------------------------------------
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| 189 | const ColourValue& Light::getDiffuseColour(void) const
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| 190 | {
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| 191 | return mDiffuse;
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| 192 | }
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| 193 | //-----------------------------------------------------------------------
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| 194 | void Light::setSpecularColour(Real red, Real green, Real blue)
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| 195 | {
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| 196 | mSpecular.r = red;
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| 197 | mSpecular.b = blue;
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| 198 | mSpecular.g = green;
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| 199 | }
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| 200 | //-----------------------------------------------------------------------
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| 201 | void Light::setSpecularColour(const ColourValue& colour)
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| 202 | {
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| 203 | mSpecular = colour;
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| 204 | }
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| 205 | //-----------------------------------------------------------------------
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| 206 | const ColourValue& Light::getSpecularColour(void) const
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| 207 | {
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| 208 | return mSpecular;
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| 209 | }
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| 210 | //-----------------------------------------------------------------------
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| 211 | void Light::setAttenuation(Real range, Real constant,
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| 212 | Real linear, Real quadratic)
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| 213 | {
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| 214 | mRange = range;
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| 215 | mAttenuationConst = constant;
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| 216 | mAttenuationLinear = linear;
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| 217 | mAttenuationQuad = quadratic;
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| 218 | }
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| 219 | //-----------------------------------------------------------------------
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| 220 | Real Light::getAttenuationRange(void) const
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| 221 | {
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| 222 | return mRange;
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| 223 | }
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| 224 | //-----------------------------------------------------------------------
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| 225 | Real Light::getAttenuationConstant(void) const
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| 226 | {
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| 227 | return mAttenuationConst;
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| 228 | }
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| 229 | //-----------------------------------------------------------------------
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| 230 | Real Light::getAttenuationLinear(void) const
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| 231 | {
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| 232 | return mAttenuationLinear;
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| 233 | }
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| 234 | //-----------------------------------------------------------------------
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| 235 | Real Light::getAttenuationQuadric(void) const
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| 236 | {
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| 237 | return mAttenuationQuad;
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| 238 | }
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| 239 | //-----------------------------------------------------------------------
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| 240 | void Light::setPowerScale(Real power)
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| 241 | {
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| 242 | mPowerScale = power;
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| 243 | }
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| 244 | //-----------------------------------------------------------------------
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| 245 | Real Light::getPowerScale(void) const
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| 246 | {
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| 247 | return mPowerScale;
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| 248 | }
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| 249 | //-----------------------------------------------------------------------
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| 250 | void Light::update(void) const
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| 251 | {
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| 252 | if (mParentNode)
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| 253 | {
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| 254 | if (!(mParentNode->_getDerivedOrientation() == mLastParentOrientation &&
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| 255 | mParentNode->_getDerivedPosition() == mLastParentPosition)
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| 256 | || mLocalTransformDirty)
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| 257 | {
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| 258 | // Ok, we're out of date with SceneNode we're attached to
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| 259 | mLastParentOrientation = mParentNode->_getDerivedOrientation();
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| 260 | mLastParentPosition = mParentNode->_getDerivedPosition();
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| 261 | mDerivedDirection = mLastParentOrientation * mDirection;
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| 262 | mDerivedPosition = (mLastParentOrientation * mPosition) + mLastParentPosition;
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| 263 | }
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| 264 | }
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| 265 | else
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| 266 | {
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| 267 | mDerivedPosition = mPosition;
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| 268 | mDerivedDirection = mDirection;
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| 269 | }
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| 270 |
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| 271 | mLocalTransformDirty = false;
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| 272 |
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| 273 | }
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| 274 | //-----------------------------------------------------------------------
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| 275 | const AxisAlignedBox& Light::getBoundingBox(void) const
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| 276 | {
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| 277 | // Null, lights are not visible
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| 278 | static AxisAlignedBox box;
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| 279 | return box;
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| 280 | }
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| 281 | //-----------------------------------------------------------------------
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| 282 | void Light::_updateRenderQueue(RenderQueue* queue)
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| 283 | {
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| 284 | // Do nothing
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| 285 | }
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| 286 | //-----------------------------------------------------------------------
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| 287 | const String& Light::getMovableType(void) const
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| 288 | {
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| 289 | return LightFactory::FACTORY_TYPE_NAME;
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| 290 | }
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| 291 | //-----------------------------------------------------------------------
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| 292 | const Vector3& Light::getDerivedPosition(void) const
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| 293 | {
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| 294 | update();
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| 295 | return mDerivedPosition;
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| 296 | }
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| 297 | //-----------------------------------------------------------------------
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| 298 | const Vector3& Light::getDerivedDirection(void) const
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| 299 | {
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| 300 | update();
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| 301 | return mDerivedDirection;
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| 302 | }
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| 303 | //-----------------------------------------------------------------------
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| 304 | void Light::setVisible(bool visible)
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| 305 | {
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| 306 | MovableObject::setVisible(visible);
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| 307 | }
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| 308 | //-----------------------------------------------------------------------
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| 309 | Vector4 Light::getAs4DVector(void) const
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| 310 | {
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| 311 | Vector4 ret;
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| 312 | if (mLightType == Light::LT_DIRECTIONAL)
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| 313 | {
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| 314 | ret = -(getDerivedDirection()); // negate direction as 'position'
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| 315 | ret.w = 0.0; // infinite distance
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| 316 | }
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| 317 | else
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| 318 | {
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| 319 | ret = getDerivedPosition();
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| 320 | ret.w = 1.0;
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| 321 | }
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| 322 | return ret;
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| 323 | }
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| 324 | //-----------------------------------------------------------------------
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| 325 | const PlaneBoundedVolume& Light::_getNearClipVolume(const Camera* const cam) const
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| 326 | {
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| 327 | // First check if the light is close to the near plane, since
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| 328 | // in this case we have to build a degenerate clip volume
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| 329 | mNearClipVolume.planes.clear();
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| 330 | mNearClipVolume.outside = Plane::NEGATIVE_SIDE;
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| 331 |
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| 332 | Real n = cam->getNearClipDistance();
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| 333 | // Homogenous position
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| 334 | Vector4 lightPos = getAs4DVector();
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| 335 | // 3D version (not the same as _getDerivedPosition, is -direction for
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| 336 | // directional lights)
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| 337 | Vector3 lightPos3 = Vector3(lightPos.x, lightPos.y, lightPos.z);
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| 338 |
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| 339 | // Get eye-space light position
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| 340 | // use 4D vector so directional lights still work
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| 341 | Vector4 eyeSpaceLight = cam->getViewMatrix() * lightPos;
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| 342 | // Find distance to light, project onto -Z axis
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| 343 | Real d = eyeSpaceLight.dotProduct(
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| 344 | Vector4(0, 0, -1, -n) );
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| 345 | #define THRESHOLD 1e-6
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| 346 | if (d > THRESHOLD || d < -THRESHOLD)
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| 347 | {
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| 348 | // light is not too close to the near plane
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| 349 | // First find the worldspace positions of the corners of the viewport
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| 350 | const Vector3 *corner = cam->getWorldSpaceCorners();
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| 351 | int winding = (d < 0) ^ cam->isReflected() ? +1 : -1;
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| 352 | // Iterate over world points and form side planes
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| 353 | Vector3 normal;
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| 354 | Vector3 lightDir;
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| 355 | for (unsigned int i = 0; i < 4; ++i)
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| 356 | {
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| 357 | // Figure out light dir
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| 358 | lightDir = lightPos3 - (corner[i] * lightPos.w);
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| 359 | // Cross with anticlockwise corner, therefore normal points in
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| 360 | normal = (corner[i] - corner[(i+winding)%4])
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| 361 | .crossProduct(lightDir);
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| 362 | normal.normalise();
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| 363 | mNearClipVolume.planes.push_back(Plane(normal, corner[i]));
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| 364 | }
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| 365 |
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| 366 | // Now do the near plane plane
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| 367 | normal = cam->getFrustumPlane(FRUSTUM_PLANE_NEAR).normal;
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| 368 | if (d < 0)
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| 369 | {
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| 370 | // Behind near plane
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| 371 | normal = -normal;
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| 372 | }
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| 373 | const Vector3& cameraPos = cam->getDerivedPosition();
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| 374 | mNearClipVolume.planes.push_back(Plane(normal, cameraPos));
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| 375 |
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| 376 | // Finally, for a point/spot light we can add a sixth plane
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| 377 | // This prevents false positives from behind the light
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| 378 | if (mLightType != LT_DIRECTIONAL)
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| 379 | {
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| 380 | // Direction from light perpendicular to near plane
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| 381 | mNearClipVolume.planes.push_back(Plane(-normal, lightPos3));
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| 382 | }
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| 383 | }
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| 384 | else
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| 385 | {
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| 386 | // light is close to being on the near plane
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| 387 | // degenerate volume including the entire scene
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| 388 | // we will always require light / dark caps
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| 389 | mNearClipVolume.planes.push_back(Plane(Vector3::UNIT_Z, -n));
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| 390 | mNearClipVolume.planes.push_back(Plane(-Vector3::UNIT_Z, n));
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| 391 | }
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| 392 |
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| 393 | return mNearClipVolume;
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| 394 | }
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| 395 | //-----------------------------------------------------------------------
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| 396 | const PlaneBoundedVolumeList& Light::_getFrustumClipVolumes(const Camera* const cam) const
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| 397 | {
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| 398 |
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| 399 | // Homogenous light position
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| 400 | Vector4 lightPos = getAs4DVector();
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| 401 | // 3D version (not the same as _getDerivedPosition, is -direction for
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| 402 | // directional lights)
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| 403 | Vector3 lightPos3 = Vector3(lightPos.x, lightPos.y, lightPos.z);
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| 404 |
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| 405 | const Vector3 *clockwiseVerts[4];
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| 406 |
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| 407 | // Get worldspace frustum corners
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| 408 | const Vector3* corners = cam->getWorldSpaceCorners();
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| 409 | int winding = cam->isReflected() ? +1 : -1;
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| 410 |
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| 411 | bool infiniteViewDistance = (cam->getFarClipDistance() == 0);
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| 412 |
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| 413 | mFrustumClipVolumes.clear();
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| 414 | for (unsigned short n = 0; n < 6; ++n)
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| 415 | {
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| 416 | // Skip far plane if infinite view frustum
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| 417 | if (infiniteViewDistance && n == FRUSTUM_PLANE_FAR)
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| 418 | continue;
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| 419 |
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| 420 | const Plane& plane = cam->getFrustumPlane(n);
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| 421 | Vector4 planeVec(plane.normal.x, plane.normal.y, plane.normal.z, plane.d);
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| 422 | // planes face inwards, we need to know if light is on negative side
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| 423 | Real d = planeVec.dotProduct(lightPos);
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| 424 | if (d < -1e-06)
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| 425 | {
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| 426 | // Ok, this is a valid one
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| 427 | // clockwise verts mean we can cross-product and always get normals
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| 428 | // facing into the volume we create
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| 429 |
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| 430 | mFrustumClipVolumes.push_back(PlaneBoundedVolume());
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| 431 | PlaneBoundedVolume& vol = mFrustumClipVolumes.back();
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| 432 | switch(n)
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| 433 | {
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| 434 | case(FRUSTUM_PLANE_NEAR):
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| 435 | clockwiseVerts[0] = corners + 3;
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| 436 | clockwiseVerts[1] = corners + 2;
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| 437 | clockwiseVerts[2] = corners + 1;
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| 438 | clockwiseVerts[3] = corners + 0;
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| 439 | break;
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| 440 | case(FRUSTUM_PLANE_FAR):
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| 441 | clockwiseVerts[0] = corners + 7;
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| 442 | clockwiseVerts[1] = corners + 6;
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| 443 | clockwiseVerts[2] = corners + 5;
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| 444 | clockwiseVerts[3] = corners + 4;
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| 445 | break;
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| 446 | case(FRUSTUM_PLANE_LEFT):
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| 447 | clockwiseVerts[0] = corners + 2;
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| 448 | clockwiseVerts[1] = corners + 6;
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| 449 | clockwiseVerts[2] = corners + 5;
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| 450 | clockwiseVerts[3] = corners + 1;
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| 451 | break;
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| 452 | case(FRUSTUM_PLANE_RIGHT):
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| 453 | clockwiseVerts[0] = corners + 7;
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| 454 | clockwiseVerts[1] = corners + 3;
|
---|
| 455 | clockwiseVerts[2] = corners + 0;
|
---|
| 456 | clockwiseVerts[3] = corners + 4;
|
---|
| 457 | break;
|
---|
| 458 | case(FRUSTUM_PLANE_TOP):
|
---|
| 459 | clockwiseVerts[0] = corners + 0;
|
---|
| 460 | clockwiseVerts[1] = corners + 1;
|
---|
| 461 | clockwiseVerts[2] = corners + 5;
|
---|
| 462 | clockwiseVerts[3] = corners + 4;
|
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| 463 | break;
|
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| 464 | case(FRUSTUM_PLANE_BOTTOM):
|
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| 465 | clockwiseVerts[0] = corners + 7;
|
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| 466 | clockwiseVerts[1] = corners + 6;
|
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| 467 | clockwiseVerts[2] = corners + 2;
|
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| 468 | clockwiseVerts[3] = corners + 3;
|
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| 469 | break;
|
---|
| 470 | };
|
---|
| 471 |
|
---|
| 472 | // Build a volume
|
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| 473 | // Iterate over world points and form side planes
|
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| 474 | Vector3 normal;
|
---|
| 475 | Vector3 lightDir;
|
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| 476 | for (unsigned int i = 0; i < 4; ++i)
|
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| 477 | {
|
---|
| 478 | // Figure out light dir
|
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| 479 | lightDir = lightPos3 - (*(clockwiseVerts[i]) * lightPos.w);
|
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| 480 | Vector3 edgeDir = *(clockwiseVerts[i]) - *(clockwiseVerts[(i+winding)%4]);
|
---|
| 481 | // Cross with anticlockwise corner, therefore normal points in
|
---|
| 482 | normal = edgeDir.crossProduct(lightDir);
|
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| 483 | normal.normalise();
|
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| 484 | vol.planes.push_back(Plane(normal, *(clockwiseVerts[i])));
|
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| 485 | }
|
---|
| 486 |
|
---|
| 487 | // Now do the near plane (this is the plane of the side we're
|
---|
| 488 | // talking about, with the normal inverted (d is already interpreted as -ve)
|
---|
| 489 | vol.planes.push_back( Plane(-plane.normal, plane.d) );
|
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| 490 |
|
---|
| 491 | // Finally, for a point/spot light we can add a sixth plane
|
---|
| 492 | // This prevents false positives from behind the light
|
---|
| 493 | if (mLightType != LT_DIRECTIONAL)
|
---|
| 494 | {
|
---|
| 495 | // re-use our own plane normal
|
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| 496 | vol.planes.push_back(Plane(plane.normal, lightPos3));
|
---|
| 497 | }
|
---|
| 498 | }
|
---|
| 499 | }
|
---|
| 500 |
|
---|
| 501 | return mFrustumClipVolumes;
|
---|
| 502 | }
|
---|
| 503 | //-----------------------------------------------------------------------
|
---|
| 504 | uint32 Light::getTypeFlags(void) const
|
---|
| 505 | {
|
---|
| 506 | return SceneManager::LIGHT_TYPE_MASK;
|
---|
| 507 | }
|
---|
| 508 | //-----------------------------------------------------------------------
|
---|
| 509 | const String& Light::getAnimableDictionaryName(void) const
|
---|
| 510 | {
|
---|
| 511 | return LightFactory::FACTORY_TYPE_NAME;
|
---|
| 512 | }
|
---|
| 513 | //-----------------------------------------------------------------------
|
---|
| 514 | void Light::initialiseAnimableDictionary(StringVector& vec) const
|
---|
| 515 | {
|
---|
| 516 | vec.push_back("diffuseColour");
|
---|
| 517 | vec.push_back("specularColour");
|
---|
| 518 | vec.push_back("attenuation");
|
---|
| 519 | vec.push_back("spotlightInner");
|
---|
| 520 | vec.push_back("spotlightOuter");
|
---|
| 521 | vec.push_back("spotlightFalloff");
|
---|
| 522 |
|
---|
| 523 | }
|
---|
| 524 | //-----------------------------------------------------------------------
|
---|
| 525 | class LightDiffuseColourValue : public AnimableValue
|
---|
| 526 | {
|
---|
| 527 | protected:
|
---|
| 528 | Light* mLight;
|
---|
| 529 | public:
|
---|
| 530 | LightDiffuseColourValue(Light* l) :AnimableValue(COLOUR)
|
---|
| 531 | { mLight = l; }
|
---|
| 532 | void setValue(const ColourValue& val)
|
---|
| 533 | {
|
---|
| 534 | mLight->setDiffuseColour(val);
|
---|
| 535 | }
|
---|
| 536 | void applyDeltaValue(const ColourValue& val)
|
---|
| 537 | {
|
---|
| 538 | setValue(mLight->getDiffuseColour() + val);
|
---|
| 539 | }
|
---|
| 540 | void setCurrentStateAsBaseValue(void)
|
---|
| 541 | {
|
---|
| 542 | setAsBaseValue(mLight->getDiffuseColour());
|
---|
| 543 | }
|
---|
| 544 |
|
---|
| 545 | };
|
---|
| 546 | //-----------------------------------------------------------------------
|
---|
| 547 | class LightSpecularColourValue : public AnimableValue
|
---|
| 548 | {
|
---|
| 549 | protected:
|
---|
| 550 | Light* mLight;
|
---|
| 551 | public:
|
---|
| 552 | LightSpecularColourValue(Light* l) :AnimableValue(COLOUR)
|
---|
| 553 | { mLight = l; }
|
---|
| 554 | void setValue(const ColourValue& val)
|
---|
| 555 | {
|
---|
| 556 | mLight->setSpecularColour(val);
|
---|
| 557 | }
|
---|
| 558 | void applyDeltaValue(const ColourValue& val)
|
---|
| 559 | {
|
---|
| 560 | setValue(mLight->getSpecularColour() + val);
|
---|
| 561 | }
|
---|
| 562 | void setCurrentStateAsBaseValue(void)
|
---|
| 563 | {
|
---|
| 564 | setAsBaseValue(mLight->getSpecularColour());
|
---|
| 565 | }
|
---|
| 566 |
|
---|
| 567 | };
|
---|
| 568 | //-----------------------------------------------------------------------
|
---|
| 569 | class LightAttenuationValue : public AnimableValue
|
---|
| 570 | {
|
---|
| 571 | protected:
|
---|
| 572 | Light* mLight;
|
---|
| 573 | public:
|
---|
| 574 | LightAttenuationValue(Light* l) :AnimableValue(VECTOR4)
|
---|
| 575 | { mLight = l; }
|
---|
| 576 | void setValue(const Vector4& val)
|
---|
| 577 | {
|
---|
| 578 | mLight->setAttenuation(val.x, val.y, val.z, val.w);
|
---|
| 579 | }
|
---|
| 580 | void applyDeltaValue(const Vector4& val)
|
---|
| 581 | {
|
---|
| 582 | setValue(mLight->getAs4DVector() + val);
|
---|
| 583 | }
|
---|
| 584 | void setCurrentStateAsBaseValue(void)
|
---|
| 585 | {
|
---|
| 586 | setAsBaseValue(mLight->getAs4DVector());
|
---|
| 587 | }
|
---|
| 588 |
|
---|
| 589 | };
|
---|
| 590 | //-----------------------------------------------------------------------
|
---|
| 591 | class LightSpotlightInnerValue : public AnimableValue
|
---|
| 592 | {
|
---|
| 593 | protected:
|
---|
| 594 | Light* mLight;
|
---|
| 595 | public:
|
---|
| 596 | LightSpotlightInnerValue(Light* l) :AnimableValue(REAL)
|
---|
| 597 | { mLight = l; }
|
---|
| 598 | void setValue(Real val)
|
---|
| 599 | {
|
---|
| 600 | mLight->setSpotlightInnerAngle(Radian(val));
|
---|
| 601 | }
|
---|
| 602 | void applyDeltaValue(const Real& val)
|
---|
| 603 | {
|
---|
| 604 | setValue(mLight->getSpotlightInnerAngle().valueRadians() + val);
|
---|
| 605 | }
|
---|
| 606 | void setCurrentStateAsBaseValue(void)
|
---|
| 607 | {
|
---|
| 608 | setAsBaseValue(mLight->getSpotlightInnerAngle().valueRadians());
|
---|
| 609 | }
|
---|
| 610 |
|
---|
| 611 | };
|
---|
| 612 | //-----------------------------------------------------------------------
|
---|
| 613 | class LightSpotlightOuterValue : public AnimableValue
|
---|
| 614 | {
|
---|
| 615 | protected:
|
---|
| 616 | Light* mLight;
|
---|
| 617 | public:
|
---|
| 618 | LightSpotlightOuterValue(Light* l) :AnimableValue(REAL)
|
---|
| 619 | { mLight = l; }
|
---|
| 620 | void setValue(Real val)
|
---|
| 621 | {
|
---|
| 622 | mLight->setSpotlightOuterAngle(Radian(val));
|
---|
| 623 | }
|
---|
| 624 | void applyDeltaValue(const Real& val)
|
---|
| 625 | {
|
---|
| 626 | setValue(mLight->getSpotlightOuterAngle().valueRadians() + val);
|
---|
| 627 | }
|
---|
| 628 | void setCurrentStateAsBaseValue(void)
|
---|
| 629 | {
|
---|
| 630 | setAsBaseValue(mLight->getSpotlightOuterAngle().valueRadians());
|
---|
| 631 | }
|
---|
| 632 |
|
---|
| 633 | };
|
---|
| 634 | //-----------------------------------------------------------------------
|
---|
| 635 | class LightSpotlightFalloffValue : public AnimableValue
|
---|
| 636 | {
|
---|
| 637 | protected:
|
---|
| 638 | Light* mLight;
|
---|
| 639 | public:
|
---|
| 640 | LightSpotlightFalloffValue(Light* l) :AnimableValue(REAL)
|
---|
| 641 | { mLight = l; }
|
---|
| 642 | void setValue(Real val)
|
---|
| 643 | {
|
---|
| 644 | mLight->setSpotlightFalloff(val);
|
---|
| 645 | }
|
---|
| 646 | void applyDeltaValue(const Real& val)
|
---|
| 647 | {
|
---|
| 648 | setValue(mLight->getSpotlightFalloff() + val);
|
---|
| 649 | }
|
---|
| 650 | void setCurrentStateAsBaseValue(void)
|
---|
| 651 | {
|
---|
| 652 | setAsBaseValue(mLight->getSpotlightFalloff());
|
---|
| 653 | }
|
---|
| 654 |
|
---|
| 655 | };
|
---|
| 656 | //-----------------------------------------------------------------------
|
---|
| 657 | AnimableValuePtr Light::createAnimableValue(const String& valueName)
|
---|
| 658 | {
|
---|
| 659 | if (valueName == "diffuseColour")
|
---|
| 660 | {
|
---|
| 661 | return AnimableValuePtr(
|
---|
| 662 | new LightDiffuseColourValue(this));
|
---|
| 663 | }
|
---|
| 664 | else if(valueName == "specularColour")
|
---|
| 665 | {
|
---|
| 666 | return AnimableValuePtr(
|
---|
| 667 | new LightSpecularColourValue(this));
|
---|
| 668 | }
|
---|
| 669 | else if (valueName == "attenuation")
|
---|
| 670 | {
|
---|
| 671 | return AnimableValuePtr(
|
---|
| 672 | new LightAttenuationValue(this));
|
---|
| 673 | }
|
---|
| 674 | else if (valueName == "spotlightInner")
|
---|
| 675 | {
|
---|
| 676 | return AnimableValuePtr(
|
---|
| 677 | new LightSpotlightInnerValue(this));
|
---|
| 678 | }
|
---|
| 679 | else if (valueName == "spotlightOuter")
|
---|
| 680 | {
|
---|
| 681 | return AnimableValuePtr(
|
---|
| 682 | new LightSpotlightOuterValue(this));
|
---|
| 683 | }
|
---|
| 684 | else if (valueName == "spotlightFalloff")
|
---|
| 685 | {
|
---|
| 686 | return AnimableValuePtr(
|
---|
| 687 | new LightSpotlightFalloffValue(this));
|
---|
| 688 | }
|
---|
| 689 | else
|
---|
| 690 | {
|
---|
| 691 | return MovableObject::createAnimableValue(valueName);
|
---|
| 692 | }
|
---|
| 693 | }
|
---|
| 694 | //-----------------------------------------------------------------------
|
---|
| 695 | //-----------------------------------------------------------------------
|
---|
| 696 | String LightFactory::FACTORY_TYPE_NAME = "Light";
|
---|
| 697 | //-----------------------------------------------------------------------
|
---|
| 698 | const String& LightFactory::getType(void) const
|
---|
| 699 | {
|
---|
| 700 | return FACTORY_TYPE_NAME;
|
---|
| 701 | }
|
---|
| 702 | //-----------------------------------------------------------------------
|
---|
| 703 | MovableObject* LightFactory::createInstanceImpl( const String& name,
|
---|
| 704 | const NameValuePairList* params)
|
---|
| 705 | {
|
---|
| 706 |
|
---|
| 707 | return new Light(name);
|
---|
| 708 |
|
---|
| 709 | }
|
---|
| 710 | //-----------------------------------------------------------------------
|
---|
| 711 | void LightFactory::destroyInstance( MovableObject* obj)
|
---|
| 712 | {
|
---|
| 713 | delete obj;
|
---|
| 714 | }
|
---|
| 715 |
|
---|
| 716 |
|
---|
| 717 |
|
---|
| 718 |
|
---|
| 719 | } // Namespace
|
---|