/****************************************************************************** Copyright (c) W.J. van der Laan Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ******************************************************************************/ #include "MLight.h" #include "OgreStringConverter.h" #include "OgreException.h" #include "OgreMesh.h" #include "OgreSubMesh.h" #include "OgreResourceGroupManager.h" #include "OgreMeshManager.h" #include "OgreHardwareVertexBuffer.h" #include "OgreHardwarePixelBuffer.h" #include "OgreHardwareBufferManager.h" #include "OgreRoot.h" #include "OgreCamera.h" #include "MaterialGenerator.h" using namespace Ogre; //----------------------------------------------------------------------- MLight::MLight(MaterialGenerator *sys): bIgnoreWorld(false), mGenerator(sys),mPermutation(0) { // Set up geometry //setMaterial("DeferredShading/Post/LightMaterial"); // Set render priority to high (just after normal postprocess) setRenderQueueGroup(RENDER_QUEUE_2); // Allocate render operation mRenderOp.operationType = Ogre::RenderOperation::OT_TRIANGLE_LIST; mRenderOp.indexData = 0; mRenderOp.vertexData = 0; mRenderOp.useIndexes = true; // Diffuse and specular colour setDiffuseColour(Ogre::ColourValue(1,1,1)); setSpecularColour(Ogre::ColourValue(0,0,0)); // Set Attenuation setAttenuation(1.0f,0.0f,0.0f); } //----------------------------------------------------------------------- MLight::~MLight() { // need to release IndexData and vertexData created for renderable delete mRenderOp.indexData; delete mRenderOp.vertexData; } //----------------------------------------------------------------------- void MLight::setAttenuation(float c, float b, float a) { // Set Attenuation parameter to shader setCustomParameter(3, Vector4(c, b, a, 0)); /// There is attenuation? Set material accordingly if(c != 1.0f || b != 0.0f || a != 0.0f) mPermutation |= MI_ATTENUATED; else mPermutation &= ~MI_ATTENUATED; // Calculate radius from Attenuation int threshold_level = 15;// differece of 10-15 levels deemed unnoticable float threshold = 1.0f/((float)threshold_level/256.0f); // Use quadratic formula to determine outer radius c = c-threshold; float d=sqrt(b*b-4*a*c); float x=(-2*c)/(b+d); rebuildGeometry(x); } //----------------------------------------------------------------------- void MLight::setDiffuseColour(const Ogre::ColourValue &col) { setCustomParameter(1, Vector4(col.r, col.g, col.b, col.a)); } //----------------------------------------------------------------------- void MLight::setSpecularColour(const Ogre::ColourValue &col) { setCustomParameter(2, Vector4(col.r, col.g, col.b, col.a)); /// There is a specular component? Set material accordingly if(col.r != 0.0f || col.g != 0.0f || col.b != 0.0f) mPermutation |= MI_SPECULAR; else mPermutation &= ~MI_SPECULAR; } //----------------------------------------------------------------------- Ogre::ColourValue MLight::getDiffuseColour() { Ogre::Vector4 val = getCustomParameter(1); return Ogre::ColourValue(val[0], val[1], val[2], val[3]); } //----------------------------------------------------------------------- Ogre::ColourValue MLight::getSpecularColour() { Ogre::Vector4 val = getCustomParameter(2); return Ogre::ColourValue(val[0], val[1], val[2], val[3]); } //----------------------------------------------------------------------- void MLight::rebuildGeometry(float radius) { // Scale node to radius if(radius > 10000.0f) { createRectangle2D(); mPermutation |= MI_QUAD; } else { /// XXX some more intelligent expression for rings and segments createSphere(radius, 5, 5); mPermutation &= ~MI_QUAD; } } //----------------------------------------------------------------------- void MLight::createRectangle2D() { /// XXX this RenderOp should really be re-used between MLight objects, /// not generated every time delete mRenderOp.vertexData; delete mRenderOp.indexData; mRenderOp.vertexData = new VertexData(); mRenderOp.indexData = 0; mRenderOp.vertexData->vertexCount = 4; mRenderOp.vertexData->vertexStart = 0; mRenderOp.operationType = RenderOperation::OT_TRIANGLE_STRIP; mRenderOp.useIndexes = false; VertexDeclaration* decl = mRenderOp.vertexData->vertexDeclaration; VertexBufferBinding* bind = mRenderOp.vertexData->vertexBufferBinding; decl->addElement(0, 0, VET_FLOAT3, VES_POSITION); HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( decl->getVertexSize(0), mRenderOp.vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY); // Bind buffer bind->setBinding(0, vbuf); // Upload data float data[]={ -1,1,-1, // corner 1 -1,-1,-1, // corner 2 1,1,-1, // corner 3 1,-1,-1}; // corner 4 vbuf->writeData(0, sizeof(data), data, true); // Set bounding setBoundingBox(AxisAlignedBox(-10000,-10000,-10000,10000,10000,10000)); mRadius = 15000; bIgnoreWorld = true; } //----------------------------------------------------------------------- void MLight::createSphere(const float r, const int nRings, const int nSegments) { delete mRenderOp.vertexData; delete mRenderOp.indexData; mRenderOp.operationType = Ogre::RenderOperation::OT_TRIANGLE_LIST; mRenderOp.indexData = new IndexData(); mRenderOp.vertexData = new VertexData(); mRenderOp.useIndexes = true; VertexData* vertexData = mRenderOp.vertexData; IndexData* indexData = mRenderOp.indexData; // define the vertex format VertexDeclaration* vertexDecl = vertexData->vertexDeclaration; size_t currOffset = 0; // only generate positions vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_POSITION); currOffset += VertexElement::getTypeSize(VET_FLOAT3); // allocate the vertex buffer vertexData->vertexCount = (nRings + 1) * (nSegments+1); HardwareVertexBufferSharedPtr vBuf = HardwareBufferManager::getSingleton().createVertexBuffer(vertexDecl->getVertexSize(0), vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false); VertexBufferBinding* binding = vertexData->vertexBufferBinding; binding->setBinding(0, vBuf); Real* pVertex = static_cast(vBuf->lock(HardwareBuffer::HBL_DISCARD)); // allocate index buffer indexData->indexCount = 6 * nRings * (nSegments + 1); indexData->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer(HardwareIndexBuffer::IT_16BIT, indexData->indexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false); HardwareIndexBufferSharedPtr iBuf = indexData->indexBuffer; unsigned short* pIndices = static_cast(iBuf->lock(HardwareBuffer::HBL_DISCARD)); float fDeltaRingAngle = (Math::PI / nRings); float fDeltaSegAngle = (2 * Math::PI / nSegments); unsigned short wVerticeIndex = 0 ; // Generate the group of rings for the sphere for( int ring = 0; ring <= nRings; ring++ ) { float r0 = r * sinf (ring * fDeltaRingAngle); float y0 = r * cosf (ring * fDeltaRingAngle); // Generate the group of segments for the current ring for(int seg = 0; seg <= nSegments; seg++) { float x0 = r0 * sinf(seg * fDeltaSegAngle); float z0 = r0 * cosf(seg * fDeltaSegAngle); // Add one vertex to the strip which makes up the sphere *pVertex++ = x0; *pVertex++ = y0; *pVertex++ = z0; if (ring != nRings) { // each vertex (except the last) has six indicies pointing to it *pIndices++ = wVerticeIndex + nSegments + 1; *pIndices++ = wVerticeIndex; *pIndices++ = wVerticeIndex + nSegments; *pIndices++ = wVerticeIndex + nSegments + 1; *pIndices++ = wVerticeIndex + 1; *pIndices++ = wVerticeIndex; wVerticeIndex ++; } }; // end for seg } // end for ring // Unlock vBuf->unlock(); iBuf->unlock(); // Set bounding box and sphere setBoundingBox( AxisAlignedBox( Vector3(-r, -r, -r), Vector3(r, r, r) ) ); mRadius = r; bIgnoreWorld = false; } //----------------------------------------------------------------------- Real MLight::getBoundingRadius(void) const { return mRadius; } //----------------------------------------------------------------------- Ogre::Real MLight::getSquaredViewDepth(const Ogre::Camera* cam) const { if(bIgnoreWorld) { return 0.0f; } else { Vector3 dist = cam->getDerivedPosition() - getWorldPosition(); return dist.squaredLength(); } } //----------------------------------------------------------------------- const MaterialPtr& MLight::getMaterial(void) const { return mGenerator->getMaterial(mPermutation); }