mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-02 16:42:19 +00:00
12b372f89c
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
1839 lines
52 KiB
C++
1839 lines
52 KiB
C++
/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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///\file
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///\brief Represents any light entity (e.g. light).
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///
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/// This entity dislays a special 'light' model.
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/// The "origin" key directly controls the position of the light model in local space.
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/// The "_color" key controls the colour of the light model.
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/// The "light" key is visualised with a sphere representing the approximate coverage of the light (except Doom3).
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/// Doom3 special behaviour:
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/// The entity behaves as a group.
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/// The "origin" key is the translation to be applied to all brushes (not patches) grouped under this entity.
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/// The "light_center" and "light_radius" keys are visualised with a point and a box when the light is selected.
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/// The "rotation" key directly controls the orientation of the light bounding box in local space.
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/// The "light_origin" key controls the position of the light independently of the "origin" key if it is specified.
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/// The "light_rotation" key duplicates the behaviour of the "rotation" key if it is specified. This appears to be an unfinished feature in Doom3.
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#include "light.h"
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#include <stdlib.h>
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#include "cullable.h"
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#include "renderable.h"
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#include "editable.h"
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#include "math/frustum.h"
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#include "selectionlib.h"
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#include "instancelib.h"
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#include "transformlib.h"
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#include "entitylib.h"
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#include "render.h"
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#include "eclasslib.h"
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#include "render.h"
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#include "stringio.h"
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#include "traverselib.h"
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#include "targetable.h"
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#include "origin.h"
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#include "colour.h"
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#include "filters.h"
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#include "namedentity.h"
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#include "keyobservers.h"
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#include "namekeys.h"
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#include "rotation.h"
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#include "entity.h"
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extern bool g_newLightDraw;
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void sphere_draw_fill(const Vector3& origin, float radius, int sides)
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{
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if (radius <= 0)
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return;
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const double dt = c_2pi / static_cast<double>(sides);
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const double dp = c_pi / static_cast<double>(sides);
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glBegin(GL_TRIANGLES);
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for (int i = 0; i <= sides - 1; ++i)
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{
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for (int j = 0; j <= sides - 2; ++j)
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{
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const double t = i * dt;
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const double p = (j * dp) - (c_pi / 2.0);
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{
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Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
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glVertex3fv(vector3_to_array(v));
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}
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{
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Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p + dp), radius)));
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glVertex3fv(vector3_to_array(v));
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}
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{
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Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
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glVertex3fv(vector3_to_array(v));
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}
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{
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Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
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glVertex3fv(vector3_to_array(v));
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}
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{
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Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
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glVertex3fv(vector3_to_array(v));
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}
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{
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Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
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glVertex3fv(vector3_to_array(v));
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}
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}
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}
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{
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const double p = (sides - 1) * dp - (c_pi / 2.0);
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for (int i = 0; i <= sides - 1; ++i)
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{
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const double t = i * dt;
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{
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Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
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glVertex3fv(vector3_to_array(v));
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}
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{
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Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
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glVertex3fv(vector3_to_array(v));
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}
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{
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Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
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glVertex3fv(vector3_to_array(v));
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}
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}
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}
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glEnd();
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}
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void sphere_draw_wire(const Vector3& origin, float radius, int sides)
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{
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{
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glBegin(GL_LINE_LOOP);
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for (int i = 0; i <= sides; i++)
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{
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double ds = sin((i * 2 * c_pi) / sides);
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double dc = cos((i * 2 * c_pi) / sides);
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glVertex3f(
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static_cast<float>(origin[0] + radius * dc),
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static_cast<float>(origin[1] + radius * ds),
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origin[2]
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);
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}
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glEnd();
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}
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{
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glBegin(GL_LINE_LOOP);
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for (int i = 0; i <= sides; i++)
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{
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double ds = sin((i * 2 * c_pi) / sides);
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double dc = cos((i * 2 * c_pi) / sides);
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glVertex3f(
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static_cast<float>(origin[0] + radius * dc),
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origin[1],
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static_cast<float>(origin[2] + radius * ds)
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);
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}
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glEnd();
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}
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{
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glBegin(GL_LINE_LOOP);
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for (int i = 0; i <= sides; i++)
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{
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double ds = sin((i * 2 * c_pi) / sides);
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double dc = cos((i * 2 * c_pi) / sides);
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glVertex3f(
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origin[0],
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static_cast<float>(origin[1] + radius * dc),
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static_cast<float>(origin[2] + radius * ds)
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);
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}
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glEnd();
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}
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}
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void light_draw_box_lines(const Vector3& origin, const Vector3 points[8])
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{
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//draw lines from the center of the bbox to the corners
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glBegin(GL_LINES);
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glVertex3fv(vector3_to_array(origin));
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glVertex3fv(vector3_to_array(points[1]));
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glVertex3fv(vector3_to_array(origin));
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glVertex3fv(vector3_to_array(points[5]));
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glVertex3fv(vector3_to_array(origin));
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glVertex3fv(vector3_to_array(points[2]));
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glVertex3fv(vector3_to_array(origin));
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glVertex3fv(vector3_to_array(points[6]));
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glVertex3fv(vector3_to_array(origin));
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glVertex3fv(vector3_to_array(points[0]));
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glVertex3fv(vector3_to_array(origin));
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glVertex3fv(vector3_to_array(points[4]));
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glVertex3fv(vector3_to_array(origin));
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glVertex3fv(vector3_to_array(points[3]));
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glVertex3fv(vector3_to_array(origin));
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glVertex3fv(vector3_to_array(points[7]));
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glEnd();
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}
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void light_draw_radius_wire(const Vector3& origin, const float envelope[3])
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{
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if(envelope[0] > 0)
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sphere_draw_wire(origin, envelope[0], 24);
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if(envelope[1] > 0)
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sphere_draw_wire(origin, envelope[1], 24);
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if(envelope[2] > 0)
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sphere_draw_wire(origin, envelope[2], 24);
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}
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void light_draw_radius_fill(const Vector3& origin, const float envelope[3])
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{
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if(envelope[0] > 0)
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sphere_draw_fill(origin, envelope[0], 16);
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if(envelope[1] > 0)
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sphere_draw_fill(origin, envelope[1], 16);
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if(envelope[2] > 0)
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sphere_draw_fill(origin, envelope[2], 16);
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}
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void light_vertices(const AABB& aabb_light, Vector3 points[6])
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{
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Vector3 max(vector3_added(aabb_light.origin, aabb_light.extents));
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Vector3 min(vector3_subtracted(aabb_light.origin, aabb_light.extents));
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Vector3 mid(aabb_light.origin);
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// top, bottom, tleft, tright, bright, bleft
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points[0] = Vector3(mid[0], mid[1], max[2]);
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points[1] = Vector3(mid[0], mid[1], min[2]);
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points[2] = Vector3(min[0], max[1], mid[2]);
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points[3] = Vector3(max[0], max[1], mid[2]);
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points[4] = Vector3(max[0], min[1], mid[2]);
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points[5] = Vector3(min[0], min[1], mid[2]);
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}
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void light_draw(const AABB& aabb_light, RenderStateFlags state)
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{
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Vector3 points[6];
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light_vertices(aabb_light, points);
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if(state & RENDER_LIGHTING)
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{
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const float f = 0.70710678f;
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// North, East, South, West
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const Vector3 normals[8] = {
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Vector3( 0, f, f ),
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Vector3( f, 0, f ),
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Vector3( 0,-f, f ),
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Vector3(-f, 0, f ),
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Vector3( 0, f,-f ),
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Vector3( f, 0,-f ),
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Vector3( 0,-f,-f ),
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Vector3(-f, 0,-f ),
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};
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#if !defined(USE_TRIANGLE_FAN)
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glBegin(GL_TRIANGLES);
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#else
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glBegin(GL_TRIANGLE_FAN);
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#endif
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glVertex3fv(vector3_to_array(points[0]));
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glVertex3fv(vector3_to_array(points[2]));
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glNormal3fv(vector3_to_array(normals[0]));
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glVertex3fv(vector3_to_array(points[3]));
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#if !defined(USE_TRIANGLE_FAN)
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glVertex3fv(vector3_to_array(points[0]));
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glVertex3fv(vector3_to_array(points[3]));
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#endif
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glNormal3fv(vector3_to_array(normals[1]));
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glVertex3fv(vector3_to_array(points[4]));
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#if !defined(USE_TRIANGLE_FAN)
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glVertex3fv(vector3_to_array(points[0]));
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glVertex3fv(vector3_to_array(points[4]));
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#endif
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glNormal3fv(vector3_to_array(normals[2]));
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glVertex3fv(vector3_to_array(points[5]));
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#if !defined(USE_TRIANGLE_FAN)
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glVertex3fv(vector3_to_array(points[0]));
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glVertex3fv(vector3_to_array(points[5]));
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#endif
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glNormal3fv(vector3_to_array(normals[3]));
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glVertex3fv(vector3_to_array(points[2]));
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#if defined(USE_TRIANGLE_FAN)
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glEnd();
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glBegin(GL_TRIANGLE_FAN);
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#endif
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glVertex3fv(vector3_to_array(points[1]));
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glVertex3fv(vector3_to_array(points[2]));
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glNormal3fv(vector3_to_array(normals[7]));
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glVertex3fv(vector3_to_array(points[5]));
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#if !defined(USE_TRIANGLE_FAN)
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glVertex3fv(vector3_to_array(points[1]));
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glVertex3fv(vector3_to_array(points[5]));
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#endif
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glNormal3fv(vector3_to_array(normals[6]));
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glVertex3fv(vector3_to_array(points[4]));
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#if !defined(USE_TRIANGLE_FAN)
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glVertex3fv(vector3_to_array(points[1]));
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glVertex3fv(vector3_to_array(points[4]));
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#endif
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glNormal3fv(vector3_to_array(normals[5]));
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glVertex3fv(vector3_to_array(points[3]));
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#if !defined(USE_TRIANGLE_FAN)
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glVertex3fv(vector3_to_array(points[1]));
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glVertex3fv(vector3_to_array(points[3]));
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#endif
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glNormal3fv(vector3_to_array(normals[4]));
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glVertex3fv(vector3_to_array(points[2]));
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glEnd();
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}
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else
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{
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typedef unsigned int index_t;
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const index_t indices[24] = {
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0, 2, 3,
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0, 3, 4,
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0, 4, 5,
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0, 5, 2,
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1, 2, 5,
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1, 5, 4,
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1, 4, 3,
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1, 3, 2
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};
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#if 1
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glVertexPointer(3, GL_FLOAT, 0, points);
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glDrawElements(GL_TRIANGLES, sizeof(indices)/sizeof(index_t), RenderIndexTypeID, indices);
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#else
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glBegin(GL_TRIANGLES);
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for(unsigned int i = 0; i < sizeof(indices)/sizeof(index_t); ++i)
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{
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glVertex3fv(points[indices[i]]);
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}
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glEnd();
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#endif
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}
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// NOTE: prolly not relevant until some time..
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// check for DOOM lights
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#if 0
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if (strlen(ValueForKey(e, "light_right")) > 0) {
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vec3_t vRight, vUp, vTarget, vTemp;
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GetVectorForKey (e, "light_right", vRight);
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GetVectorForKey (e, "light_up", vUp);
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GetVectorForKey (e, "light_target", vTarget);
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glColor3f(0, 1, 0);
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glBegin(GL_LINE_LOOP);
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VectorAdd(vTarget, e->origin, vTemp);
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VectorAdd(vTemp, vRight, vTemp);
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VectorAdd(vTemp, vUp, vTemp);
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glVertex3fv(e->origin);
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glVertex3fv(vTemp);
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VectorAdd(vTarget, e->origin, vTemp);
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VectorAdd(vTemp, vUp, vTemp);
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VectorSubtract(vTemp, vRight, vTemp);
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glVertex3fv(e->origin);
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glVertex3fv(vTemp);
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VectorAdd(vTarget, e->origin, vTemp);
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VectorAdd(vTemp, vRight, vTemp);
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VectorSubtract(vTemp, vUp, vTemp);
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glVertex3fv(e->origin);
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glVertex3fv(vTemp);
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VectorAdd(vTarget, e->origin, vTemp);
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VectorSubtract(vTemp, vUp, vTemp);
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VectorSubtract(vTemp, vRight, vTemp);
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glVertex3fv(e->origin);
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glVertex3fv(vTemp);
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glEnd();
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}
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#endif
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}
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// These variables are tweakable on the q3map2 console, setting to q3map2
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// default here as there is no way to find out what the user actually uses
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// right now. Maybe move them to worldspawn?
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float fPointScale = 7500.f;
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float fLinearScale = 1.f / 8000.f;
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float light_radius_linear(float fIntensity, float fFalloffTolerance)
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{
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return ((fIntensity * fPointScale * fLinearScale) - fFalloffTolerance);
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}
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float light_radius(float fIntensity, float fFalloffTolerance)
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{
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return sqrt(fIntensity * fPointScale / fFalloffTolerance);
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}
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LightType g_lightType = LIGHTTYPE_DEFAULT;
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bool spawnflags_linear(int flags)
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{
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if( g_lightType == LIGHTTYPE_RTCW )
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{
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// Spawnflags :
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// 1: nonlinear
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// 2: angle
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return !(flags & 1);
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}
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else
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{
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// Spawnflags :
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// 1: linear
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// 2: no angle
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return (flags & 1);
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}
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}
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class LightRadii
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{
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public:
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float m_radii[3];
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private:
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float m_primaryIntensity;
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float m_secondaryIntensity;
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int m_flags;
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float m_fade;
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float m_scale;
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void calculateRadii()
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{
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float intensity = 300.0f;
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if(m_primaryIntensity != 0.0f)
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{
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intensity = m_primaryIntensity;
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}
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else if(m_secondaryIntensity != 0.0f)
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{
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intensity = m_secondaryIntensity;
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}
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intensity *= m_scale;
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if(spawnflags_linear(m_flags))
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{
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m_radii[0] = light_radius_linear(intensity, 1.0f) / m_fade;
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m_radii[1] = light_radius_linear(intensity, 48.0f) / m_fade;
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m_radii[2] = light_radius_linear(intensity, 255.0f) / m_fade;
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}
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else
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{
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m_radii[0] = light_radius(intensity, 1.0f);
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m_radii[1] = light_radius(intensity, 48.0f);
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m_radii[2] = light_radius(intensity, 255.0f);
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}
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}
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public:
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LightRadii() : m_primaryIntensity(0), m_secondaryIntensity(0), m_flags(0), m_fade(1), m_scale(1)
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{
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}
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void primaryIntensityChanged(const char* value)
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{
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m_primaryIntensity = string_read_float(value);
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calculateRadii();
|
|
}
|
|
typedef MemberCaller1<LightRadii, const char*, &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
|
|
void secondaryIntensityChanged(const char* value)
|
|
{
|
|
m_secondaryIntensity = string_read_float(value);
|
|
calculateRadii();
|
|
}
|
|
typedef MemberCaller1<LightRadii, const char*, &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
|
|
void scaleChanged(const char* value)
|
|
{
|
|
m_scale = string_read_float(value);
|
|
if(m_scale <= 0.0f)
|
|
{
|
|
m_scale = 1.0f;
|
|
}
|
|
calculateRadii();
|
|
}
|
|
typedef MemberCaller1<LightRadii, const char*, &LightRadii::scaleChanged> ScaleChangedCaller;
|
|
void fadeChanged(const char* value)
|
|
{
|
|
m_fade = string_read_float(value);
|
|
if(m_fade <= 0.0f)
|
|
{
|
|
m_fade = 1.0f;
|
|
}
|
|
calculateRadii();
|
|
}
|
|
typedef MemberCaller1<LightRadii, const char*, &LightRadii::fadeChanged> FadeChangedCaller;
|
|
void flagsChanged(const char* value)
|
|
{
|
|
m_flags = string_read_int(value);
|
|
calculateRadii();
|
|
}
|
|
typedef MemberCaller1<LightRadii, const char*, &LightRadii::flagsChanged> FlagsChangedCaller;
|
|
};
|
|
|
|
const Vector3 c_defaultDoom3LightRadius = Vector3(300, 300, 300);
|
|
class Doom3LightRadius
|
|
{
|
|
public:
|
|
Vector3 m_radius;
|
|
Vector3 m_center;
|
|
Callback m_changed;
|
|
bool m_useCenterKey;
|
|
|
|
Doom3LightRadius() : m_radius(c_defaultDoom3LightRadius), m_center(0, 0, 0), m_useCenterKey(false)
|
|
{
|
|
}
|
|
|
|
void lightRadiusChanged(const char* value)
|
|
{
|
|
if(!string_parse_vector3(value, m_radius))
|
|
{
|
|
m_radius = c_defaultDoom3LightRadius;
|
|
}
|
|
m_changed();
|
|
SceneChangeNotify();
|
|
}
|
|
typedef MemberCaller1<Doom3LightRadius, const char*, &Doom3LightRadius::lightRadiusChanged> LightRadiusChangedCaller;
|
|
|
|
void lightCenterChanged(const char* value)
|
|
{
|
|
m_useCenterKey = string_parse_vector3(value, m_center);
|
|
if(!m_useCenterKey)
|
|
{
|
|
m_center = Vector3(0, 0, 0);
|
|
}
|
|
SceneChangeNotify();
|
|
}
|
|
typedef MemberCaller1<Doom3LightRadius, const char*, &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
|
|
};
|
|
|
|
class RenderLightRadiiWire : public OpenGLRenderable
|
|
{
|
|
LightRadii& m_radii;
|
|
const Vector3& m_origin;
|
|
public:
|
|
RenderLightRadiiWire(LightRadii& radii, const Vector3& origin) : m_radii(radii), m_origin(origin)
|
|
{
|
|
}
|
|
void render(RenderStateFlags state) const
|
|
{
|
|
light_draw_radius_wire(m_origin, m_radii.m_radii);
|
|
}
|
|
};
|
|
|
|
class RenderLightRadiiFill : public OpenGLRenderable
|
|
{
|
|
LightRadii& m_radii;
|
|
const Vector3& m_origin;
|
|
public:
|
|
static Shader* m_state;
|
|
|
|
RenderLightRadiiFill(LightRadii& radii, const Vector3& origin) : m_radii(radii), m_origin(origin)
|
|
{
|
|
}
|
|
void render(RenderStateFlags state) const
|
|
{
|
|
light_draw_radius_fill(m_origin, m_radii.m_radii);
|
|
}
|
|
};
|
|
|
|
class RenderLightRadiiBox : public OpenGLRenderable
|
|
{
|
|
const Vector3& m_origin;
|
|
public:
|
|
mutable Vector3 m_points[8];
|
|
static Shader* m_state;
|
|
|
|
RenderLightRadiiBox(const Vector3& origin) : m_origin(origin)
|
|
{
|
|
}
|
|
void render(RenderStateFlags state) const
|
|
{
|
|
//draw the bounding box of light based on light_radius key
|
|
if((state & RENDER_FILL) != 0)
|
|
{
|
|
aabb_draw_flatshade(m_points);
|
|
}
|
|
else
|
|
{
|
|
aabb_draw_wire(m_points);
|
|
}
|
|
|
|
#if 1 //disable if you dont want lines going from the center of the light bbox to the corners
|
|
light_draw_box_lines(m_origin, m_points);
|
|
#endif
|
|
}
|
|
};
|
|
|
|
Shader* RenderLightRadiiFill::m_state = 0;
|
|
|
|
class RenderLightCenter : public OpenGLRenderable
|
|
{
|
|
const Vector3& m_center;
|
|
EntityClass& m_eclass;
|
|
public:
|
|
static Shader* m_state;
|
|
|
|
RenderLightCenter(const Vector3& center, EntityClass& eclass) : m_center(center), m_eclass(eclass)
|
|
{
|
|
}
|
|
void render(RenderStateFlags state) const
|
|
{
|
|
glBegin(GL_POINTS);
|
|
glColor3fv(vector3_to_array(m_eclass.color));
|
|
glVertex3fv(vector3_to_array(m_center));
|
|
glEnd();
|
|
}
|
|
};
|
|
|
|
Shader* RenderLightCenter::m_state = 0;
|
|
|
|
class RenderLightProjection : public OpenGLRenderable
|
|
{
|
|
const Matrix4& m_projection;
|
|
public:
|
|
|
|
RenderLightProjection(const Matrix4& projection) : m_projection(projection)
|
|
{
|
|
}
|
|
void render(RenderStateFlags state) const
|
|
{
|
|
Matrix4 unproject(matrix4_full_inverse(m_projection));
|
|
Vector3 points[8];
|
|
aabb_corners(AABB(Vector3(0.5f, 0.5f, 0.5f), Vector3(0.5f, 0.5f, 0.5f)), points);
|
|
points[0] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[0], 1)));
|
|
points[1] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[1], 1)));
|
|
points[2] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[2], 1)));
|
|
points[3] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[3], 1)));
|
|
points[4] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[4], 1)));
|
|
points[5] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[5], 1)));
|
|
points[6] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[6], 1)));
|
|
points[7] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[7], 1)));
|
|
Vector4 test1 = matrix4_transformed_vector4(unproject, Vector4(0.5f, 0.5f, 0.5f, 1));
|
|
Vector3 test2 = vector4_projected(test1);
|
|
aabb_draw_wire(points);
|
|
}
|
|
};
|
|
|
|
inline void default_extents(Vector3& extents)
|
|
{
|
|
extents = Vector3(8, 8, 8);
|
|
}
|
|
|
|
class ShaderRef
|
|
{
|
|
CopiedString m_name;
|
|
Shader* m_shader;
|
|
void capture()
|
|
{
|
|
m_shader = GlobalShaderCache().capture(m_name.c_str());
|
|
}
|
|
void release()
|
|
{
|
|
GlobalShaderCache().release(m_name.c_str());
|
|
}
|
|
public:
|
|
ShaderRef()
|
|
{
|
|
capture();
|
|
}
|
|
~ShaderRef()
|
|
{
|
|
release();
|
|
}
|
|
void setName(const char* name)
|
|
{
|
|
release();
|
|
m_name = name;
|
|
capture();
|
|
}
|
|
Shader* get() const
|
|
{
|
|
return m_shader;
|
|
}
|
|
};
|
|
|
|
class LightShader
|
|
{
|
|
ShaderRef m_shader;
|
|
void setDefault()
|
|
{
|
|
m_shader.setName(m_defaultShader);
|
|
}
|
|
public:
|
|
static const char* m_defaultShader;
|
|
|
|
LightShader()
|
|
{
|
|
setDefault();
|
|
}
|
|
void valueChanged(const char* value)
|
|
{
|
|
if(string_empty(value))
|
|
{
|
|
setDefault();
|
|
}
|
|
else
|
|
{
|
|
m_shader.setName(value);
|
|
}
|
|
SceneChangeNotify();
|
|
}
|
|
typedef MemberCaller1<LightShader, const char*, &LightShader::valueChanged> ValueChangedCaller;
|
|
|
|
Shader* get() const
|
|
{
|
|
return m_shader.get();
|
|
}
|
|
};
|
|
|
|
const char* LightShader::m_defaultShader = "";
|
|
|
|
inline const BasicVector4<double>& plane3_to_vector4(const Plane3& self)
|
|
{
|
|
return reinterpret_cast<const BasicVector4<double>&>(self);
|
|
}
|
|
|
|
inline BasicVector4<double>& plane3_to_vector4(Plane3& self)
|
|
{
|
|
return reinterpret_cast<BasicVector4<double>&>(self);
|
|
}
|
|
|
|
inline Matrix4 matrix4_from_planes(const Plane3& left, const Plane3& right, const Plane3& bottom, const Plane3& top, const Plane3& front, const Plane3& back)
|
|
{
|
|
return Matrix4(
|
|
(right.a - left.a) / 2,
|
|
(top.a - bottom.a) / 2,
|
|
(back.a - front.a) / 2,
|
|
right.a - (right.a - left.a) / 2,
|
|
(right.b - left.b) / 2,
|
|
(top.b - bottom.b) / 2,
|
|
(back.b - front.b) / 2,
|
|
right.b - (right.b - left.b) / 2,
|
|
(right.c - left.c) / 2,
|
|
(top.c - bottom.c) / 2,
|
|
(back.c - front.c) / 2,
|
|
right.c - (right.c - left.c) / 2,
|
|
(right.d - left.d) / 2,
|
|
(top.d - bottom.d) / 2,
|
|
(back.d - front.d) / 2,
|
|
right.d - (right.d - left.d) / 2
|
|
);
|
|
}
|
|
|
|
class Light :
|
|
public OpenGLRenderable,
|
|
public Cullable,
|
|
public Bounded,
|
|
public Editable,
|
|
public Snappable
|
|
{
|
|
EntityKeyValues m_entity;
|
|
KeyObserverMap m_keyObservers;
|
|
TraversableNodeSet m_traverse;
|
|
IdentityTransform m_transform;
|
|
|
|
OriginKey m_originKey;
|
|
RotationKey m_rotationKey;
|
|
Float9 m_rotation;
|
|
Colour m_colour;
|
|
|
|
ClassnameFilter m_filter;
|
|
NamedEntity m_named;
|
|
NameKeys m_nameKeys;
|
|
TraversableObserverPairRelay m_traverseObservers;
|
|
Doom3GroupOrigin m_funcStaticOrigin;
|
|
|
|
LightRadii m_radii;
|
|
Doom3LightRadius m_doom3Radius;
|
|
|
|
RenderLightRadiiWire m_radii_wire;
|
|
RenderLightRadiiFill m_radii_fill;
|
|
RenderLightRadiiBox m_radii_box;
|
|
RenderLightCenter m_render_center;
|
|
RenderableNamedEntity m_renderName;
|
|
|
|
Vector3 m_lightOrigin;
|
|
bool m_useLightOrigin;
|
|
Float9 m_lightRotation;
|
|
bool m_useLightRotation;
|
|
|
|
Vector3 m_lightTarget;
|
|
bool m_useLightTarget;
|
|
Vector3 m_lightUp;
|
|
bool m_useLightUp;
|
|
Vector3 m_lightRight;
|
|
bool m_useLightRight;
|
|
Vector3 m_lightStart;
|
|
bool m_useLightStart;
|
|
Vector3 m_lightEnd;
|
|
bool m_useLightEnd;
|
|
|
|
mutable AABB m_doom3AABB;
|
|
mutable Matrix4 m_doom3Rotation;
|
|
mutable Matrix4 m_doom3Projection;
|
|
mutable Frustum m_doom3Frustum;
|
|
mutable bool m_doom3ProjectionChanged;
|
|
|
|
RenderLightProjection m_renderProjection;
|
|
|
|
LightShader m_shader;
|
|
|
|
AABB m_aabb_light;
|
|
|
|
Callback m_transformChanged;
|
|
Callback m_boundsChanged;
|
|
Callback m_evaluateTransform;
|
|
|
|
void construct()
|
|
{
|
|
default_rotation(m_rotation);
|
|
m_aabb_light.origin = Vector3(0, 0, 0);
|
|
default_extents(m_aabb_light.extents);
|
|
|
|
m_keyObservers.insert("classname", ClassnameFilter::ClassnameChangedCaller(m_filter));
|
|
m_keyObservers.insert(Static<KeyIsName>::instance().m_nameKey, NamedEntity::IdentifierChangedCaller(m_named));
|
|
m_keyObservers.insert("_color", Colour::ColourChangedCaller(m_colour));
|
|
m_keyObservers.insert("origin", OriginKey::OriginChangedCaller(m_originKey));
|
|
m_keyObservers.insert("_light", LightRadii::PrimaryIntensityChangedCaller(m_radii));
|
|
m_keyObservers.insert("light", LightRadii::SecondaryIntensityChangedCaller(m_radii));
|
|
m_keyObservers.insert("fade", LightRadii::FadeChangedCaller(m_radii));
|
|
m_keyObservers.insert("scale", LightRadii::ScaleChangedCaller(m_radii));
|
|
m_keyObservers.insert("spawnflags", LightRadii::FlagsChangedCaller(m_radii));
|
|
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
m_keyObservers.insert("angle", RotationKey::AngleChangedCaller(m_rotationKey));
|
|
m_keyObservers.insert("rotation", RotationKey::RotationChangedCaller(m_rotationKey));
|
|
m_keyObservers.insert("light_radius", Doom3LightRadius::LightRadiusChangedCaller(m_doom3Radius));
|
|
m_keyObservers.insert("light_center", Doom3LightRadius::LightCenterChangedCaller(m_doom3Radius));
|
|
m_keyObservers.insert("light_origin", Light::LightOriginChangedCaller(*this));
|
|
m_keyObservers.insert("light_rotation", Light::LightRotationChangedCaller(*this));
|
|
m_keyObservers.insert("light_target", Light::LightTargetChangedCaller(*this));
|
|
m_keyObservers.insert("light_up", Light::LightUpChangedCaller(*this));
|
|
m_keyObservers.insert("light_right", Light::LightRightChangedCaller(*this));
|
|
m_keyObservers.insert("light_start", Light::LightStartChangedCaller(*this));
|
|
m_keyObservers.insert("light_end", Light::LightEndChangedCaller(*this));
|
|
m_keyObservers.insert("texture", LightShader::ValueChangedCaller(m_shader));
|
|
m_useLightTarget = m_useLightUp = m_useLightRight = m_useLightStart = m_useLightEnd = false;
|
|
m_doom3ProjectionChanged = true;
|
|
}
|
|
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
m_traverse.attach(&m_traverseObservers);
|
|
m_traverseObservers.attach(m_funcStaticOrigin);
|
|
|
|
m_entity.m_isContainer = true;
|
|
}
|
|
}
|
|
void destroy()
|
|
{
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
m_traverseObservers.detach(m_funcStaticOrigin);
|
|
m_traverse.detach(&m_traverseObservers);
|
|
}
|
|
}
|
|
|
|
void updateOrigin()
|
|
{
|
|
m_boundsChanged();
|
|
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
m_funcStaticOrigin.originChanged();
|
|
}
|
|
|
|
m_doom3Radius.m_changed();
|
|
|
|
GlobalSelectionSystem().pivotChanged();
|
|
}
|
|
|
|
void originChanged()
|
|
{
|
|
m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
|
|
updateOrigin();
|
|
}
|
|
typedef MemberCaller<Light, &Light::originChanged> OriginChangedCaller;
|
|
|
|
void lightOriginChanged(const char* value)
|
|
{
|
|
m_useLightOrigin = !string_empty(value);
|
|
if(m_useLightOrigin)
|
|
{
|
|
read_origin(m_lightOrigin, value);
|
|
}
|
|
originChanged();
|
|
}
|
|
typedef MemberCaller1<Light, const char*, &Light::lightOriginChanged> LightOriginChangedCaller;
|
|
|
|
void lightTargetChanged(const char* value)
|
|
{
|
|
m_useLightTarget = !string_empty(value);
|
|
if(m_useLightTarget)
|
|
{
|
|
read_origin(m_lightTarget, value);
|
|
}
|
|
projectionChanged();
|
|
}
|
|
typedef MemberCaller1<Light, const char*, &Light::lightTargetChanged> LightTargetChangedCaller;
|
|
void lightUpChanged(const char* value)
|
|
{
|
|
m_useLightUp = !string_empty(value);
|
|
if(m_useLightUp)
|
|
{
|
|
read_origin(m_lightUp, value);
|
|
}
|
|
projectionChanged();
|
|
}
|
|
typedef MemberCaller1<Light, const char*, &Light::lightUpChanged> LightUpChangedCaller;
|
|
void lightRightChanged(const char* value)
|
|
{
|
|
m_useLightRight = !string_empty(value);
|
|
if(m_useLightRight)
|
|
{
|
|
read_origin(m_lightRight, value);
|
|
}
|
|
projectionChanged();
|
|
}
|
|
typedef MemberCaller1<Light, const char*, &Light::lightRightChanged> LightRightChangedCaller;
|
|
void lightStartChanged(const char* value)
|
|
{
|
|
m_useLightStart = !string_empty(value);
|
|
if(m_useLightStart)
|
|
{
|
|
read_origin(m_lightStart, value);
|
|
}
|
|
projectionChanged();
|
|
}
|
|
typedef MemberCaller1<Light, const char*, &Light::lightStartChanged> LightStartChangedCaller;
|
|
void lightEndChanged(const char* value)
|
|
{
|
|
m_useLightEnd = !string_empty(value);
|
|
if(m_useLightEnd)
|
|
{
|
|
read_origin(m_lightEnd, value);
|
|
}
|
|
projectionChanged();
|
|
}
|
|
typedef MemberCaller1<Light, const char*, &Light::lightEndChanged> LightEndChangedCaller;
|
|
|
|
void writeLightOrigin()
|
|
{
|
|
write_origin(m_lightOrigin, &m_entity, "light_origin");
|
|
}
|
|
|
|
void updateLightRadiiBox() const
|
|
{
|
|
const Matrix4& rotation = rotation_toMatrix(m_rotation);
|
|
aabb_corners(AABB(Vector3(0, 0, 0), m_doom3Radius.m_radius), m_radii_box.m_points);
|
|
matrix4_transform_point(rotation, m_radii_box.m_points[0]);
|
|
vector3_add(m_radii_box.m_points[0], m_aabb_light.origin);
|
|
matrix4_transform_point(rotation, m_radii_box.m_points[1]);
|
|
vector3_add(m_radii_box.m_points[1], m_aabb_light.origin);
|
|
matrix4_transform_point(rotation, m_radii_box.m_points[2]);
|
|
vector3_add(m_radii_box.m_points[2], m_aabb_light.origin);
|
|
matrix4_transform_point(rotation, m_radii_box.m_points[3]);
|
|
vector3_add(m_radii_box.m_points[3], m_aabb_light.origin);
|
|
matrix4_transform_point(rotation, m_radii_box.m_points[4]);
|
|
vector3_add(m_radii_box.m_points[4], m_aabb_light.origin);
|
|
matrix4_transform_point(rotation, m_radii_box.m_points[5]);
|
|
vector3_add(m_radii_box.m_points[5], m_aabb_light.origin);
|
|
matrix4_transform_point(rotation, m_radii_box.m_points[6]);
|
|
vector3_add(m_radii_box.m_points[6], m_aabb_light.origin);
|
|
matrix4_transform_point(rotation, m_radii_box.m_points[7]);
|
|
vector3_add(m_radii_box.m_points[7], m_aabb_light.origin);
|
|
}
|
|
|
|
void rotationChanged()
|
|
{
|
|
rotation_assign(m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation);
|
|
GlobalSelectionSystem().pivotChanged();
|
|
}
|
|
typedef MemberCaller<Light, &Light::rotationChanged> RotationChangedCaller;
|
|
|
|
void lightRotationChanged(const char* value)
|
|
{
|
|
m_useLightRotation = !string_empty(value);
|
|
if(m_useLightRotation)
|
|
{
|
|
read_rotation(m_lightRotation, value);
|
|
}
|
|
rotationChanged();
|
|
}
|
|
typedef MemberCaller1<Light, const char*, &Light::lightRotationChanged> LightRotationChangedCaller;
|
|
|
|
public:
|
|
|
|
Light(EntityClass* eclass, scene::Node& node, const Callback& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform) :
|
|
m_entity(eclass),
|
|
m_originKey(OriginChangedCaller(*this)),
|
|
m_rotationKey(RotationChangedCaller(*this)),
|
|
m_colour(Callback()),
|
|
m_filter(m_entity, node),
|
|
m_named(m_entity),
|
|
m_nameKeys(m_entity),
|
|
m_funcStaticOrigin(m_traverse, m_originKey.m_origin),
|
|
m_radii_wire(m_radii, m_aabb_light.origin),
|
|
m_radii_fill(m_radii, m_aabb_light.origin),
|
|
m_radii_box(m_aabb_light.origin),
|
|
m_render_center(m_doom3Radius.m_center, m_entity.getEntityClass()),
|
|
m_renderName(m_named, m_aabb_light.origin),
|
|
m_useLightOrigin(false),
|
|
m_useLightRotation(false),
|
|
m_renderProjection(m_doom3Projection),
|
|
m_transformChanged(transformChanged),
|
|
m_boundsChanged(boundsChanged),
|
|
m_evaluateTransform(evaluateTransform)
|
|
{
|
|
construct();
|
|
}
|
|
Light(const Light& other, scene::Node& node, const Callback& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform) :
|
|
m_entity(other.m_entity),
|
|
m_originKey(OriginChangedCaller(*this)),
|
|
m_rotationKey(RotationChangedCaller(*this)),
|
|
m_colour(Callback()),
|
|
m_filter(m_entity, node),
|
|
m_named(m_entity),
|
|
m_nameKeys(m_entity),
|
|
m_funcStaticOrigin(m_traverse, m_originKey.m_origin),
|
|
m_radii_wire(m_radii, m_aabb_light.origin),
|
|
m_radii_fill(m_radii, m_aabb_light.origin),
|
|
m_radii_box(m_aabb_light.origin),
|
|
m_render_center(m_doom3Radius.m_center, m_entity.getEntityClass()),
|
|
m_renderName(m_named, m_aabb_light.origin),
|
|
m_useLightOrigin(false),
|
|
m_useLightRotation(false),
|
|
m_renderProjection(m_doom3Projection),
|
|
m_transformChanged(transformChanged),
|
|
m_boundsChanged(boundsChanged),
|
|
m_evaluateTransform(evaluateTransform)
|
|
{
|
|
construct();
|
|
}
|
|
~Light()
|
|
{
|
|
destroy();
|
|
}
|
|
|
|
InstanceCounter m_instanceCounter;
|
|
void instanceAttach(const scene::Path& path)
|
|
{
|
|
if(++m_instanceCounter.m_count == 1)
|
|
{
|
|
m_filter.instanceAttach();
|
|
m_entity.instanceAttach(path_find_mapfile(path.begin(), path.end()));
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
m_traverse.instanceAttach(path_find_mapfile(path.begin(), path.end()));
|
|
}
|
|
m_entity.attach(m_keyObservers);
|
|
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
m_funcStaticOrigin.enable();
|
|
}
|
|
}
|
|
}
|
|
void instanceDetach(const scene::Path& path)
|
|
{
|
|
if(--m_instanceCounter.m_count == 0)
|
|
{
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
m_funcStaticOrigin.disable();
|
|
}
|
|
|
|
m_entity.detach(m_keyObservers);
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
m_traverse.instanceDetach(path_find_mapfile(path.begin(), path.end()));
|
|
}
|
|
m_entity.instanceDetach(path_find_mapfile(path.begin(), path.end()));
|
|
m_filter.instanceDetach();
|
|
}
|
|
}
|
|
|
|
EntityKeyValues& getEntity()
|
|
{
|
|
return m_entity;
|
|
}
|
|
const EntityKeyValues& getEntity() const
|
|
{
|
|
return m_entity;
|
|
}
|
|
|
|
scene::Traversable& getTraversable()
|
|
{
|
|
return m_traverse;
|
|
}
|
|
Namespaced& getNamespaced()
|
|
{
|
|
return m_nameKeys;
|
|
}
|
|
Nameable& getNameable()
|
|
{
|
|
return m_named;
|
|
}
|
|
TransformNode& getTransformNode()
|
|
{
|
|
return m_transform;
|
|
}
|
|
|
|
void attach(scene::Traversable::Observer* observer)
|
|
{
|
|
m_traverseObservers.attach(*observer);
|
|
}
|
|
void detach(scene::Traversable::Observer* observer)
|
|
{
|
|
m_traverseObservers.detach(*observer);
|
|
}
|
|
|
|
void render(RenderStateFlags state) const
|
|
{
|
|
if(!g_newLightDraw)
|
|
{
|
|
aabb_draw(m_aabb_light, state);
|
|
}
|
|
else
|
|
{
|
|
light_draw(m_aabb_light, state);
|
|
}
|
|
}
|
|
|
|
VolumeIntersectionValue intersectVolume(const VolumeTest& volume, const Matrix4& localToWorld) const
|
|
{
|
|
return volume.TestAABB(m_aabb_light, localToWorld);
|
|
}
|
|
|
|
// cache
|
|
const AABB& localAABB() const
|
|
{
|
|
return m_aabb_light;
|
|
}
|
|
|
|
|
|
mutable Matrix4 m_projectionOrientation;
|
|
|
|
void renderSolid(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected) const
|
|
{
|
|
renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly);
|
|
renderer.SetState(m_colour.state(), Renderer::eFullMaterials);
|
|
renderer.addRenderable(*this, localToWorld);
|
|
|
|
if(selected && g_lightRadii && string_empty(m_entity.getKeyValue("target")))
|
|
{
|
|
if(renderer.getStyle() == Renderer::eFullMaterials)
|
|
{
|
|
renderer.SetState(RenderLightRadiiFill::m_state, Renderer::eFullMaterials);
|
|
renderer.Highlight(Renderer::ePrimitive, false);
|
|
renderer.addRenderable(m_radii_fill, localToWorld);
|
|
}
|
|
else
|
|
{
|
|
renderer.addRenderable(m_radii_wire, localToWorld);
|
|
}
|
|
}
|
|
|
|
renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eFullMaterials);
|
|
|
|
if(g_lightType == LIGHTTYPE_DOOM3 && selected)
|
|
{
|
|
if(isProjected())
|
|
{
|
|
projection();
|
|
m_projectionOrientation = rotation();
|
|
vector4_to_vector3(m_projectionOrientation.t()) = localAABB().origin;
|
|
renderer.addRenderable(m_renderProjection, m_projectionOrientation);
|
|
}
|
|
else
|
|
{
|
|
updateLightRadiiBox();
|
|
renderer.addRenderable(m_radii_box, localToWorld);
|
|
}
|
|
|
|
//draw the center of the light
|
|
if(m_doom3Radius.m_useCenterKey)
|
|
{
|
|
renderer.Highlight(Renderer::ePrimitive, false);
|
|
renderer.Highlight(Renderer::eFace, false);
|
|
renderer.SetState(m_render_center.m_state, Renderer::eFullMaterials);
|
|
renderer.SetState(m_render_center.m_state, Renderer::eWireframeOnly);
|
|
renderer.addRenderable(m_render_center, localToWorld);
|
|
}
|
|
}
|
|
}
|
|
void renderWireframe(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected) const
|
|
{
|
|
renderSolid(renderer, volume, localToWorld, selected);
|
|
if(g_showNames)
|
|
{
|
|
renderer.addRenderable(m_renderName, localToWorld);
|
|
}
|
|
}
|
|
|
|
void testSelect(Selector& selector, SelectionTest& test, const Matrix4& localToWorld)
|
|
{
|
|
test.BeginMesh(localToWorld);
|
|
|
|
SelectionIntersection best;
|
|
aabb_testselect(m_aabb_light, test, best);
|
|
if(best.valid())
|
|
{
|
|
selector.addIntersection(best);
|
|
}
|
|
}
|
|
|
|
void translate(const Vector3& translation)
|
|
{
|
|
m_aabb_light.origin = origin_translated(m_aabb_light.origin, translation);
|
|
}
|
|
void rotate(const Quaternion& rotation)
|
|
{
|
|
rotation_rotate(m_rotation, rotation);
|
|
}
|
|
void snapto(float snap)
|
|
{
|
|
if(g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty())
|
|
{
|
|
m_useLightOrigin = true;
|
|
m_lightOrigin = m_originKey.m_origin;
|
|
}
|
|
|
|
if(m_useLightOrigin)
|
|
{
|
|
m_lightOrigin = origin_snapped(m_lightOrigin, snap);
|
|
writeLightOrigin();
|
|
}
|
|
else
|
|
{
|
|
m_originKey.m_origin = origin_snapped(m_originKey.m_origin, snap);
|
|
m_originKey.write(&m_entity);
|
|
}
|
|
}
|
|
void revertTransform()
|
|
{
|
|
m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
|
|
rotation_assign(m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation);
|
|
}
|
|
void freezeTransform()
|
|
{
|
|
if(g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty())
|
|
{
|
|
m_useLightOrigin = true;
|
|
}
|
|
|
|
if(m_useLightOrigin)
|
|
{
|
|
m_lightOrigin = m_aabb_light.origin;
|
|
writeLightOrigin();
|
|
}
|
|
else
|
|
{
|
|
m_originKey.m_origin = m_aabb_light.origin;
|
|
m_originKey.write(&m_entity);
|
|
}
|
|
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
if(!m_useLightRotation && !m_traverse.empty())
|
|
{
|
|
m_useLightRotation = true;
|
|
}
|
|
|
|
if(m_useLightRotation)
|
|
{
|
|
rotation_assign(m_lightRotation, m_rotation);
|
|
write_rotation(m_lightRotation, &m_entity, "light_rotation");
|
|
}
|
|
|
|
rotation_assign(m_rotationKey.m_rotation, m_rotation);
|
|
write_rotation(m_rotationKey.m_rotation, &m_entity);
|
|
}
|
|
}
|
|
void transformChanged()
|
|
{
|
|
revertTransform();
|
|
m_evaluateTransform();
|
|
updateOrigin();
|
|
}
|
|
typedef MemberCaller<Light, &Light::transformChanged> TransformChangedCaller;
|
|
|
|
mutable Matrix4 m_localPivot;
|
|
const Matrix4& getLocalPivot() const
|
|
{
|
|
m_localPivot = rotation_toMatrix(m_rotation);
|
|
vector4_to_vector3(m_localPivot.t()) = m_aabb_light.origin;
|
|
return m_localPivot;
|
|
}
|
|
|
|
void setLightChangedCallback(const Callback& callback)
|
|
{
|
|
m_doom3Radius.m_changed = callback;
|
|
}
|
|
|
|
const AABB& aabb() const
|
|
{
|
|
m_doom3AABB = AABB(m_aabb_light.origin, m_doom3Radius.m_radius);
|
|
return m_doom3AABB;
|
|
}
|
|
bool testAABB(const AABB& other) const
|
|
{
|
|
if(isProjected())
|
|
{
|
|
Matrix4 transform = rotation();
|
|
vector4_to_vector3(transform.t()) = localAABB().origin;
|
|
projection();
|
|
Frustum frustum(frustum_transformed(m_doom3Frustum, transform));
|
|
return frustum_test_aabb(frustum, other) != c_volumeOutside;
|
|
}
|
|
// test against an AABB which contains the rotated bounds of this light.
|
|
const AABB& bounds = aabb();
|
|
return aabb_intersects_aabb(other, AABB(
|
|
bounds.origin,
|
|
Vector3(
|
|
static_cast<float>(fabs(m_rotation[0] * bounds.extents[0])
|
|
+ fabs(m_rotation[3] * bounds.extents[1])
|
|
+ fabs(m_rotation[6] * bounds.extents[2])),
|
|
static_cast<float>(fabs(m_rotation[1] * bounds.extents[0])
|
|
+ fabs(m_rotation[4] * bounds.extents[1])
|
|
+ fabs(m_rotation[7] * bounds.extents[2])),
|
|
static_cast<float>(fabs(m_rotation[2] * bounds.extents[0])
|
|
+ fabs(m_rotation[5] * bounds.extents[1])
|
|
+ fabs(m_rotation[8] * bounds.extents[2]))
|
|
)
|
|
));
|
|
}
|
|
|
|
const Matrix4& rotation() const
|
|
{
|
|
m_doom3Rotation = rotation_toMatrix(m_rotation);
|
|
return m_doom3Rotation;
|
|
}
|
|
const Vector3& offset() const
|
|
{
|
|
return m_doom3Radius.m_center;
|
|
}
|
|
const Vector3& colour() const
|
|
{
|
|
return m_colour.m_colour;
|
|
}
|
|
|
|
bool isProjected() const
|
|
{
|
|
return m_useLightTarget && m_useLightUp && m_useLightRight;
|
|
}
|
|
void projectionChanged()
|
|
{
|
|
m_doom3ProjectionChanged = true;
|
|
m_doom3Radius.m_changed();
|
|
SceneChangeNotify();
|
|
}
|
|
|
|
const Matrix4& projection() const
|
|
{
|
|
if(!m_doom3ProjectionChanged)
|
|
{
|
|
return m_doom3Projection;
|
|
}
|
|
m_doom3ProjectionChanged = false;
|
|
m_doom3Projection = g_matrix4_identity;
|
|
matrix4_translate_by_vec3(m_doom3Projection, Vector3(0.5f, 0.5f, 0));
|
|
matrix4_scale_by_vec3(m_doom3Projection, Vector3(0.5f, 0.5f, 1));
|
|
|
|
#if 0
|
|
Vector3 right = vector3_cross(m_lightUp, vector3_normalised(m_lightTarget));
|
|
Vector3 up = vector3_cross(vector3_normalised(m_lightTarget), m_lightRight);
|
|
Vector3 target = m_lightTarget;
|
|
Matrix4 test(
|
|
-right.x(), -right.y(), -right.z(), 0,
|
|
-up.x(), -up.y(), -up.z(), 0,
|
|
-target.x(), -target.y(), -target.z(), 0,
|
|
0, 0, 0, 1
|
|
);
|
|
Matrix4 frustum = matrix4_frustum(-0.01, 0.01, -0.01, 0.01, 0.01, 1.0);
|
|
test = matrix4_full_inverse(test);
|
|
matrix4_premultiply_by_matrix4(test, frustum);
|
|
matrix4_multiply_by_matrix4(m_doom3Projection, test);
|
|
#elif 0
|
|
const float nearFar = 1 / 49.5f;
|
|
Vector3 right = vector3_cross(m_lightUp, vector3_normalised(m_lightTarget + m_lightRight));
|
|
Vector3 up = vector3_cross(vector3_normalised(m_lightTarget + m_lightUp), m_lightRight);
|
|
Vector3 target = vector3_negated(m_lightTarget * (1 + nearFar));
|
|
float scale = -1 / vector3_length(m_lightTarget);
|
|
Matrix4 test(
|
|
-inverse(right.x()), -inverse(up.x()), -inverse(target.x()), 0,
|
|
-inverse(right.y()), -inverse(up.y()), -inverse(target.y()), 0,
|
|
-inverse(right.z()), -inverse(up.z()), -inverse(target.z()), scale,
|
|
0, 0, -nearFar, 0
|
|
);
|
|
matrix4_multiply_by_matrix4(m_doom3Projection, test);
|
|
#elif 0
|
|
Vector3 leftA(m_lightTarget - m_lightRight);
|
|
Vector3 leftB(m_lightRight + m_lightUp);
|
|
Plane3 left(vector3_normalised(vector3_cross(leftA, leftB)) * (1.0 / 128), 0);
|
|
Vector3 rightA(m_lightTarget + m_lightRight);
|
|
Vector3 rightB(vector3_cross(rightA, m_lightTarget));
|
|
Plane3 right(vector3_normalised(vector3_cross(rightA, rightB)) * (1.0 / 128), 0);
|
|
Vector3 bottomA(m_lightTarget - m_lightUp);
|
|
Vector3 bottomB(vector3_cross(bottomA, m_lightTarget));
|
|
Plane3 bottom(vector3_normalised(vector3_cross(bottomA, bottomB)) * (1.0 / 128), 0);
|
|
Vector3 topA(m_lightTarget + m_lightUp);
|
|
Vector3 topB(vector3_cross(topA, m_lightTarget));
|
|
Plane3 top(vector3_normalised(vector3_cross(topA, topB)) * (1.0 / 128), 0);
|
|
Plane3 front(vector3_normalised(m_lightTarget) * (1.0 / 128), 1);
|
|
Plane3 back(vector3_normalised(vector3_negated(m_lightTarget)) * (1.0 / 128), 0);
|
|
Matrix4 test(matrix4_from_planes(plane3_flipped(left), plane3_flipped(right), plane3_flipped(bottom), plane3_flipped(top), plane3_flipped(front), plane3_flipped(back)));
|
|
matrix4_multiply_by_matrix4(m_doom3Projection, test);
|
|
#else
|
|
|
|
Plane3 lightProject[4];
|
|
|
|
Vector3 start = m_useLightStart && m_useLightEnd ? m_lightStart : vector3_normalised(m_lightTarget);
|
|
Vector3 stop = m_useLightStart && m_useLightEnd ? m_lightEnd : m_lightTarget;
|
|
|
|
float rLen = vector3_length(m_lightRight);
|
|
Vector3 right = vector3_divided(m_lightRight, rLen);
|
|
float uLen = vector3_length(m_lightUp);
|
|
Vector3 up = vector3_divided(m_lightUp, uLen);
|
|
Vector3 normal = vector3_normalised(vector3_cross(up, right));
|
|
|
|
float dist = vector3_dot(m_lightTarget, normal);
|
|
if ( dist < 0 ) {
|
|
dist = -dist;
|
|
normal = vector3_negated(normal);
|
|
}
|
|
|
|
right *= ( 0.5f * dist ) / rLen;
|
|
up *= -( 0.5f * dist ) / uLen;
|
|
|
|
lightProject[2] = Plane3(normal, 0);
|
|
lightProject[0] = Plane3(right, 0);
|
|
lightProject[1] = Plane3(up, 0);
|
|
|
|
// now offset to center
|
|
Vector4 targetGlobal(m_lightTarget, 1);
|
|
{
|
|
float a = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[0]));
|
|
float b = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[2]));
|
|
float ofs = 0.5f - a / b;
|
|
plane3_to_vector4(lightProject[0]) += plane3_to_vector4(lightProject[2]) * ofs;
|
|
}
|
|
{
|
|
float a = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[1]));
|
|
float b = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[2]));
|
|
float ofs = 0.5f - a / b;
|
|
plane3_to_vector4(lightProject[1]) += plane3_to_vector4(lightProject[2]) * ofs;
|
|
}
|
|
|
|
// set the falloff vector
|
|
Vector3 falloff = stop - start;
|
|
float length = vector3_length(falloff);
|
|
falloff = vector3_divided(falloff, length);
|
|
if ( length <= 0 ) {
|
|
length = 1;
|
|
}
|
|
falloff *= (1.0f / length);
|
|
lightProject[3] = Plane3(falloff, -vector3_dot(start, falloff));
|
|
|
|
// we want the planes of s=0, s=q, t=0, and t=q
|
|
m_doom3Frustum.left = lightProject[0];
|
|
m_doom3Frustum.bottom = lightProject[1];
|
|
m_doom3Frustum.right = Plane3(lightProject[2].normal() - lightProject[0].normal(), lightProject[2].dist() - lightProject[0].dist());
|
|
m_doom3Frustum.top = Plane3(lightProject[2].normal() - lightProject[1].normal(), lightProject[2].dist() - lightProject[1].dist());
|
|
|
|
// we want the planes of s=0 and s=1 for front and rear clipping planes
|
|
m_doom3Frustum.front = lightProject[3];
|
|
|
|
m_doom3Frustum.back = lightProject[3];
|
|
m_doom3Frustum.back.dist() -= 1.0f;
|
|
m_doom3Frustum.back = plane3_flipped(m_doom3Frustum.back);
|
|
|
|
Matrix4 test(matrix4_from_planes(m_doom3Frustum.left, m_doom3Frustum.right, m_doom3Frustum.bottom, m_doom3Frustum.top, m_doom3Frustum.front, m_doom3Frustum.back));
|
|
matrix4_multiply_by_matrix4(m_doom3Projection, test);
|
|
|
|
m_doom3Frustum.left = plane3_normalised(m_doom3Frustum.left);
|
|
m_doom3Frustum.right = plane3_normalised(m_doom3Frustum.right);
|
|
m_doom3Frustum.bottom = plane3_normalised(m_doom3Frustum.bottom);
|
|
m_doom3Frustum.top = plane3_normalised(m_doom3Frustum.top);
|
|
m_doom3Frustum.back = plane3_normalised(m_doom3Frustum.back);
|
|
m_doom3Frustum.front = plane3_normalised(m_doom3Frustum.front);
|
|
#endif
|
|
//matrix4_scale_by_vec3(m_doom3Projection, Vector3(1.0 / 128, 1.0 / 128, 1.0 / 128));
|
|
return m_doom3Projection;
|
|
}
|
|
|
|
Shader* getShader() const
|
|
{
|
|
return m_shader.get();
|
|
}
|
|
};
|
|
|
|
class LightInstance :
|
|
public TargetableInstance,
|
|
public TransformModifier,
|
|
public Renderable,
|
|
public SelectionTestable,
|
|
public RendererLight
|
|
{
|
|
class TypeCasts
|
|
{
|
|
InstanceTypeCastTable m_casts;
|
|
public:
|
|
TypeCasts()
|
|
{
|
|
m_casts = TargetableInstance::StaticTypeCasts::instance().get();
|
|
InstanceContainedCast<LightInstance, Bounded>::install(m_casts);
|
|
//InstanceContainedCast<LightInstance, Cullable>::install(m_casts);
|
|
InstanceStaticCast<LightInstance, Renderable>::install(m_casts);
|
|
InstanceStaticCast<LightInstance, SelectionTestable>::install(m_casts);
|
|
InstanceStaticCast<LightInstance, Transformable>::install(m_casts);
|
|
InstanceIdentityCast<LightInstance>::install(m_casts);
|
|
}
|
|
InstanceTypeCastTable& get()
|
|
{
|
|
return m_casts;
|
|
}
|
|
};
|
|
|
|
Light& m_contained;
|
|
public:
|
|
typedef LazyStatic<TypeCasts> StaticTypeCasts;
|
|
|
|
Bounded& get(NullType<Bounded>)
|
|
{
|
|
return m_contained;
|
|
}
|
|
|
|
STRING_CONSTANT(Name, "LightInstance");
|
|
|
|
LightInstance(const scene::Path& path, scene::Instance* parent, Light& contained) :
|
|
TargetableInstance(path, parent, this, StaticTypeCasts::instance().get(), contained.getEntity(), *this),
|
|
TransformModifier(Light::TransformChangedCaller(contained), ApplyTransformCaller(*this)),
|
|
m_contained(contained)
|
|
{
|
|
m_contained.instanceAttach(Instance::path());
|
|
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
GlobalShaderCache().attach(*this);
|
|
m_contained.setLightChangedCallback(LightChangedCaller(*this));
|
|
}
|
|
|
|
StaticRenderableConnectionLines::instance().attach(*this);
|
|
}
|
|
~LightInstance()
|
|
{
|
|
StaticRenderableConnectionLines::instance().detach(*this);
|
|
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
m_contained.setLightChangedCallback(Callback());
|
|
GlobalShaderCache().detach(*this);
|
|
}
|
|
|
|
m_contained.instanceDetach(Instance::path());
|
|
}
|
|
void renderSolid(Renderer& renderer, const VolumeTest& volume) const
|
|
{
|
|
m_contained.renderSolid(renderer, volume, Instance::localToWorld(), getSelectable().isSelected());
|
|
}
|
|
void renderWireframe(Renderer& renderer, const VolumeTest& volume) const
|
|
{
|
|
m_contained.renderWireframe(renderer, volume, Instance::localToWorld(), getSelectable().isSelected());
|
|
}
|
|
void testSelect(Selector& selector, SelectionTest& test)
|
|
{
|
|
m_contained.testSelect(selector, test, Instance::localToWorld());
|
|
}
|
|
|
|
void evaluateTransform()
|
|
{
|
|
if(getType() == TRANSFORM_PRIMITIVE)
|
|
{
|
|
m_contained.translate(getTranslation());
|
|
m_contained.rotate(getRotation());
|
|
}
|
|
}
|
|
void applyTransform()
|
|
{
|
|
m_contained.revertTransform();
|
|
evaluateTransform();
|
|
m_contained.freezeTransform();
|
|
}
|
|
typedef MemberCaller<LightInstance, &LightInstance::applyTransform> ApplyTransformCaller;
|
|
|
|
void lightChanged()
|
|
{
|
|
GlobalShaderCache().changed(*this);
|
|
}
|
|
typedef MemberCaller<LightInstance, &LightInstance::lightChanged> LightChangedCaller;
|
|
|
|
Shader* getShader() const
|
|
{
|
|
return m_contained.getShader();
|
|
}
|
|
const AABB& aabb() const
|
|
{
|
|
return m_contained.aabb();
|
|
}
|
|
bool testAABB(const AABB& other) const
|
|
{
|
|
return m_contained.testAABB(other);
|
|
}
|
|
const Matrix4& rotation() const
|
|
{
|
|
return m_contained.rotation();
|
|
}
|
|
const Vector3& offset() const
|
|
{
|
|
return m_contained.offset();
|
|
}
|
|
const Vector3& colour() const
|
|
{
|
|
return m_contained.colour();
|
|
}
|
|
|
|
bool isProjected() const
|
|
{
|
|
return m_contained.isProjected();
|
|
}
|
|
const Matrix4& projection() const
|
|
{
|
|
return m_contained.projection();
|
|
}
|
|
};
|
|
|
|
class LightNode :
|
|
public scene::Node::Symbiot,
|
|
public scene::Instantiable,
|
|
public scene::Cloneable,
|
|
public scene::Traversable::Observer
|
|
{
|
|
class TypeCasts
|
|
{
|
|
NodeTypeCastTable m_casts;
|
|
public:
|
|
TypeCasts()
|
|
{
|
|
NodeStaticCast<LightNode, scene::Instantiable>::install(m_casts);
|
|
NodeStaticCast<LightNode, scene::Cloneable>::install(m_casts);
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
NodeContainedCast<LightNode, scene::Traversable>::install(m_casts);
|
|
}
|
|
NodeContainedCast<LightNode, Editable>::install(m_casts);
|
|
NodeContainedCast<LightNode, Snappable>::install(m_casts);
|
|
NodeContainedCast<LightNode, TransformNode>::install(m_casts);
|
|
NodeContainedCast<LightNode, Entity>::install(m_casts);
|
|
NodeContainedCast<LightNode, Nameable>::install(m_casts);
|
|
NodeContainedCast<LightNode, Namespaced>::install(m_casts);
|
|
}
|
|
NodeTypeCastTable& get()
|
|
{
|
|
return m_casts;
|
|
}
|
|
};
|
|
|
|
|
|
scene::Node m_node;
|
|
InstanceSet m_instances;
|
|
Light m_contained;
|
|
|
|
void construct()
|
|
{
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
m_contained.attach(this);
|
|
}
|
|
}
|
|
void destroy()
|
|
{
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
m_contained.detach(this);
|
|
}
|
|
}
|
|
public:
|
|
typedef LazyStatic<TypeCasts> StaticTypeCasts;
|
|
|
|
scene::Traversable& get(NullType<scene::Traversable>)
|
|
{
|
|
return m_contained.getTraversable();
|
|
}
|
|
Editable& get(NullType<Editable>)
|
|
{
|
|
return m_contained;
|
|
}
|
|
Snappable& get(NullType<Snappable>)
|
|
{
|
|
return m_contained;
|
|
}
|
|
TransformNode& get(NullType<TransformNode>)
|
|
{
|
|
return m_contained.getTransformNode();
|
|
}
|
|
Entity& get(NullType<Entity>)
|
|
{
|
|
return m_contained.getEntity();
|
|
}
|
|
Nameable& get(NullType<Nameable>)
|
|
{
|
|
return m_contained.getNameable();
|
|
}
|
|
Namespaced& get(NullType<Namespaced>)
|
|
{
|
|
return m_contained.getNamespaced();
|
|
}
|
|
|
|
LightNode(EntityClass* eclass) :
|
|
m_node(this, this, StaticTypeCasts::instance().get()),
|
|
m_contained(eclass, m_node, InstanceSet::TransformChangedCaller(m_instances), InstanceSet::BoundsChangedCaller(m_instances), InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
|
|
{
|
|
construct();
|
|
}
|
|
LightNode(const LightNode& other) :
|
|
scene::Node::Symbiot(other),
|
|
scene::Instantiable(other),
|
|
scene::Cloneable(other),
|
|
scene::Traversable::Observer(other),
|
|
m_node(this, this, StaticTypeCasts::instance().get()),
|
|
m_contained(other.m_contained, m_node, InstanceSet::TransformChangedCaller(m_instances), InstanceSet::BoundsChangedCaller(m_instances), InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
|
|
{
|
|
construct();
|
|
}
|
|
~LightNode()
|
|
{
|
|
destroy();
|
|
}
|
|
|
|
void release()
|
|
{
|
|
delete this;
|
|
}
|
|
scene::Node& node()
|
|
{
|
|
return m_node;
|
|
}
|
|
|
|
scene::Node& clone() const
|
|
{
|
|
return (new LightNode(*this))->node();
|
|
}
|
|
|
|
void insert(scene::Node& child)
|
|
{
|
|
m_instances.insert(child);
|
|
}
|
|
void erase(scene::Node& child)
|
|
{
|
|
m_instances.erase(child);
|
|
}
|
|
|
|
scene::Instance* create(const scene::Path& path, scene::Instance* parent)
|
|
{
|
|
return new LightInstance(path, parent, m_contained);
|
|
}
|
|
void forEachInstance(const scene::Instantiable::Visitor& visitor)
|
|
{
|
|
m_instances.forEachInstance(visitor);
|
|
}
|
|
void insert(scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance)
|
|
{
|
|
m_instances.insert(observer, path, instance);
|
|
}
|
|
scene::Instance* erase(scene::Instantiable::Observer* observer, const scene::Path& path)
|
|
{
|
|
return m_instances.erase(observer, path);
|
|
}
|
|
};
|
|
|
|
void Light_Construct(LightType lightType)
|
|
{
|
|
g_lightType = lightType;
|
|
if(g_lightType == LIGHTTYPE_DOOM3)
|
|
{
|
|
LightShader::m_defaultShader = "lights/defaultPointLight";
|
|
#if 0
|
|
LightShader::m_defaultShader = "lights/defaultProjectedLight";
|
|
#endif
|
|
}
|
|
RenderLightRadiiFill::m_state = GlobalShaderCache().capture("$Q3MAP2_LIGHT_SPHERE");
|
|
RenderLightCenter::m_state = GlobalShaderCache().capture("$BIGPOINT");
|
|
}
|
|
void Light_Destroy()
|
|
{
|
|
GlobalShaderCache().release("$Q3MAP2_LIGHT_SPHERE");
|
|
GlobalShaderCache().release("$BIGPOINT");
|
|
}
|
|
|
|
scene::Node& New_Light(EntityClass* eclass)
|
|
{
|
|
return (new LightNode(eclass))->node();
|
|
}
|