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;
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455 | clockwiseVerts[2] = corners + 0;
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456 | clockwiseVerts[3] = corners + 4;
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457 | break;
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458 | case(FRUSTUM_PLANE_TOP):
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459 | clockwiseVerts[0] = corners + 0;
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460 | clockwiseVerts[1] = corners + 1;
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461 | clockwiseVerts[2] = corners + 5;
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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;
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470 | };
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471 |
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472 | // Build a volume
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473 | // Iterate over world points and form side planes
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474 | Vector3 normal;
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475 | Vector3 lightDir;
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476 | for (unsigned int i = 0; i < 4; ++i)
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477 | {
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478 | // Figure out light dir
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479 | lightDir = lightPos3 - (*(clockwiseVerts[i]) * lightPos.w);
|
---|
480 | Vector3 edgeDir = *(clockwiseVerts[i]) - *(clockwiseVerts[(i+winding)%4]);
|
---|
481 | // Cross with anticlockwise corner, therefore normal points in
|
---|
482 | normal = edgeDir.crossProduct(lightDir);
|
---|
483 | normal.normalise();
|
---|
484 | vol.planes.push_back(Plane(normal, *(clockwiseVerts[i])));
|
---|
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) );
|
---|
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
|
---|
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
|
---|