1680 lines
51 KiB
C++
1680 lines
51 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 "dragplanes.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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}
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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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for (int j = 0; j <= sides - 2; ++j) {
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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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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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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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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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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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}
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if (envelope[1] > 0) {
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sphere_draw_wire(origin, envelope[1], 24);
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}
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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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}
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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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}
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if (envelope[1] > 0) {
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sphere_draw_fill(origin, envelope[1], 16);
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}
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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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}
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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, middle-up, middle-right, middle-down, middle-left
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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(mid[0], max[1], mid[2]);
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points[3] = Vector3(max[0], mid[1], mid[2]);
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points[4] = Vector3(mid[0], min[1], mid[2]);
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points[5] = Vector3(min[0], mid[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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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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glVertexPointer(3, GL_FLOAT, 0, points);
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glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(index_t), RenderIndexTypeID, indices);
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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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bool spawnflags_linear(int flags)
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{
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return (flags & 1);
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}
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class LightRadii {
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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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intensity = m_primaryIntensity;
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} else if (m_secondaryIntensity != 0.0f) {
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intensity = m_secondaryIntensity;
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}
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if (m_scale) {
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intensity = m_scale * 0.5f;
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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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} else {
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if (spawnflags_linear(m_flags)) {
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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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} else {
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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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}
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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();
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}
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typedef MemberCaller<LightRadii, void(
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const char *), &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
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void secondaryIntensityChanged(const char *value)
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{
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m_secondaryIntensity = string_read_float(value);
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calculateRadii();
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}
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typedef MemberCaller<LightRadii, void(
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const char *), &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
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void scaleChanged(const char *value)
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{
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m_scale = string_read_float(value);
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calculateRadii();
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}
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typedef MemberCaller<LightRadii, void(const char *), &LightRadii::scaleChanged> ScaleChangedCaller;
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void fadeChanged(const char *value)
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{
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m_fade = string_read_float(value);
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if (m_fade <= 0.0f) {
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m_fade = 1.0f;
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}
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calculateRadii();
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}
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typedef MemberCaller<LightRadii, void(const char *), &LightRadii::fadeChanged> FadeChangedCaller;
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void flagsChanged(const char *value)
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{
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m_flags = string_read_int(value);
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calculateRadii();
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}
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typedef MemberCaller<LightRadii, void(const char *), &LightRadii::flagsChanged> FlagsChangedCaller;
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};
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class LightRadius {
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public:
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Vector3 m_defaultRadius;
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Vector3 m_radius;
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Vector3 m_radiusTransformed;
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Vector3 m_center;
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Callback<void()> m_changed;
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bool m_useCenterKey;
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LightRadius(const char *defaultRadius) : m_defaultRadius(300, 300, 300), m_center(0, 0, 0),
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m_useCenterKey(false)
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{
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if (!string_parse_vector3(defaultRadius, m_defaultRadius)) {
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globalErrorStream() << "LightRadius: failed to parse default light radius\n";
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}
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m_radius = m_defaultRadius;
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}
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void lightRadiusChanged(const char *value)
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{
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if (!string_parse_vector3(value, m_radius)) {
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m_radius = m_defaultRadius;
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}
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m_radiusTransformed = m_radius;
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m_changed();
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SceneChangeNotify();
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}
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typedef MemberCaller<LightRadius, void(
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const char *), &LightRadius::lightRadiusChanged> LightRadiusChangedCaller;
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void lightCenterChanged(const char *value)
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{
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m_useCenterKey = string_parse_vector3(value, m_center);
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if (!m_useCenterKey) {
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m_center = Vector3(0, 0, 0);
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}
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SceneChangeNotify();
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}
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typedef MemberCaller<LightRadius, void(
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const char *), &LightRadius::lightCenterChanged> LightCenterChangedCaller;
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};
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class RenderLightRadiiWire : public OpenGLRenderable {
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LightRadii &m_radii;
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const Vector3 &m_origin;
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public:
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RenderLightRadiiWire(LightRadii &radii, const Vector3 &origin) : m_radii(radii), m_origin(origin)
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{
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}
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void render(RenderStateFlags state) const
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{
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light_draw_radius_wire(m_origin, m_radii.m_radii);
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}
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};
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class RenderLightRadiiFill : public OpenGLRenderable {
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LightRadii &m_radii;
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const Vector3 &m_origin;
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public:
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static Shader *m_state;
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RenderLightRadiiFill(LightRadii &radii, const Vector3 &origin) : m_radii(radii), m_origin(origin)
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{
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}
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void render(RenderStateFlags state) const
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{
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light_draw_radius_fill(m_origin, m_radii.m_radii);
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}
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};
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class RenderLightRadiiBox : public OpenGLRenderable {
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const Vector3 &m_origin;
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public:
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mutable Vector3 m_points[8];
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static Shader *m_state;
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RenderLightRadiiBox(const Vector3 &origin) : m_origin(origin)
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{
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}
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void render(RenderStateFlags state) const
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{
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//draw the bounding box of light based on light_radius key
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if ((state & RENDER_FILL) != 0) {
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aabb_draw_flatshade(m_points);
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} else {
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aabb_draw_wire(m_points);
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}
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#if 1 //disable if you dont want lines going from the center of the light bbox to the corners
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light_draw_box_lines(m_origin, m_points);
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#endif
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}
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};
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Shader *RenderLightRadiiFill::m_state = 0;
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class RenderLightCenter : public OpenGLRenderable {
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const Vector3 &m_center;
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EntityClass &m_eclass;
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public:
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static Shader *m_state;
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RenderLightCenter(const Vector3 ¢er, EntityClass &eclass) : m_center(center), m_eclass(eclass)
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{
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}
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void render(RenderStateFlags state) const
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{
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glBegin(GL_POINTS);
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glColor3fv(vector3_to_array(m_eclass.color));
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glVertex3fv(vector3_to_array(m_center));
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glEnd();
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}
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};
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Shader *RenderLightCenter::m_state = 0;
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|
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 MemberCaller<LightShader, void(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;
|
|
|
|
LightRadii m_radii;
|
|
LightRadius m_radius;
|
|
|
|
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<void()> m_transformChanged;
|
|
Callback<void()> m_boundsChanged;
|
|
Callback<void()> 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("_color255", Colour::Colour255ChangedCaller(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("radius", LightRadii::ScaleChangedCaller(m_radii));
|
|
m_keyObservers.insert("scale", LightRadii::ScaleChangedCaller(m_radii));
|
|
m_keyObservers.insert("spawnflags", LightRadii::FlagsChangedCaller(m_radii));
|
|
|
|
}
|
|
|
|
void destroy()
|
|
{
|
|
|
|
}
|
|
|
|
// vc 2k5 compiler fix
|
|
#if _MSC_VER >= 1400
|
|
public:
|
|
#endif
|
|
|
|
void updateOrigin()
|
|
{
|
|
m_boundsChanged();
|
|
m_radius.m_changed();
|
|
GlobalSelectionSystem().pivotChanged();
|
|
}
|
|
|
|
void originChanged()
|
|
{
|
|
m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
|
|
updateOrigin();
|
|
}
|
|
|
|
typedef MemberCaller<Light, void(), &Light::originChanged> OriginChangedCaller;
|
|
|
|
void lightOriginChanged(const char *value)
|
|
{
|
|
m_useLightOrigin = !string_empty(value);
|
|
if (m_useLightOrigin) {
|
|
read_origin(m_lightOrigin, value);
|
|
}
|
|
originChanged();
|
|
}
|
|
|
|
typedef MemberCaller<Light, void(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 MemberCaller<Light, void(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 MemberCaller<Light, void(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 MemberCaller<Light, void(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 MemberCaller<Light, void(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 MemberCaller<Light, void(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_radius.m_radiusTransformed), 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, void(), &Light::rotationChanged> RotationChangedCaller;
|
|
|
|
void lightRotationChanged(const char *value)
|
|
{
|
|
m_useLightRotation = !string_empty(value);
|
|
if (m_useLightRotation) {
|
|
read_rotation(m_lightRotation, value);
|
|
}
|
|
rotationChanged();
|
|
}
|
|
|
|
typedef MemberCaller<Light, void(const char *), &Light::lightRotationChanged> LightRotationChangedCaller;
|
|
|
|
public:
|
|
|
|
Light(EntityClass *eclass, scene::Node &node, const Callback<void()> &transformChanged,
|
|
const Callback<void()> &boundsChanged, const Callback<void()> &evaluateTransform) :
|
|
m_entity(eclass),
|
|
m_originKey(OriginChangedCaller(*this)),
|
|
m_rotationKey(RotationChangedCaller(*this)),
|
|
m_colour(Callback<void()>()),
|
|
m_filter(m_entity, node),
|
|
m_named(m_entity),
|
|
m_nameKeys(m_entity),
|
|
m_radius(EntityClass_valueForKey(m_entity.getEntityClass(), "light_radius")),
|
|
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_radius.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<void()> &transformChanged,
|
|
const Callback<void()> &boundsChanged, const Callback<void()> &evaluateTransform) :
|
|
m_entity(other.m_entity),
|
|
m_originKey(OriginChangedCaller(*this)),
|
|
m_rotationKey(RotationChangedCaller(*this)),
|
|
m_colour(Callback<void()>()),
|
|
m_filter(m_entity, node),
|
|
m_named(m_entity),
|
|
m_nameKeys(m_entity),
|
|
m_radius(EntityClass_valueForKey(m_entity.getEntityClass(), "light_radius")),
|
|
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_radius.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()));
|
|
m_entity.attach(m_keyObservers);
|
|
}
|
|
}
|
|
|
|
void instanceDetach(const scene::Path &path)
|
|
{
|
|
if (--m_instanceCounter.m_count == 0) {
|
|
m_entity.detach(m_keyObservers);
|
|
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);
|
|
}
|
|
|
|
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 (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 setLightRadius(const AABB &aabb)
|
|
{
|
|
m_aabb_light.origin = aabb.origin;
|
|
m_radius.m_radiusTransformed = aabb.extents;
|
|
}
|
|
|
|
void transformLightRadius(const Matrix4 &transform)
|
|
{
|
|
matrix4_transform_point(transform, m_aabb_light.origin);
|
|
}
|
|
|
|
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);
|
|
m_radius.m_radiusTransformed = m_radius.m_radius;
|
|
}
|
|
|
|
void freezeTransform()
|
|
{
|
|
if (m_useLightOrigin) {
|
|
m_lightOrigin = m_aabb_light.origin;
|
|
writeLightOrigin();
|
|
} else {
|
|
m_originKey.m_origin = m_aabb_light.origin;
|
|
m_originKey.write(&m_entity);
|
|
}
|
|
}
|
|
|
|
void transformChanged()
|
|
{
|
|
revertTransform();
|
|
m_evaluateTransform();
|
|
updateOrigin();
|
|
}
|
|
|
|
typedef MemberCaller<Light, void(), &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<void()> &callback)
|
|
{
|
|
m_radius.m_changed = callback;
|
|
}
|
|
|
|
const AABB &aabb() const
|
|
{
|
|
m_doom3AABB = AABB(m_aabb_light.origin, m_radius.m_radiusTransformed);
|
|
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_radius.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_radius.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,
|
|
public PlaneSelectable,
|
|
public ComponentSelectionTestable {
|
|
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);
|
|
InstanceStaticCast<LightInstance, PlaneSelectable>::install(m_casts);
|
|
InstanceStaticCast<LightInstance, ComponentSelectionTestable>::install(m_casts);
|
|
InstanceIdentityCast<LightInstance>::install(m_casts);
|
|
}
|
|
|
|
InstanceTypeCastTable &get()
|
|
{
|
|
return m_casts;
|
|
}
|
|
};
|
|
|
|
Light &m_contained;
|
|
DragPlanes m_dragPlanes; // dragplanes for lightresizing using mousedrag
|
|
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_dragPlanes(SelectedChangedComponentCaller(*this))
|
|
{
|
|
m_contained.instanceAttach(Instance::path());
|
|
StaticRenderableConnectionLines::instance().attach(*this);
|
|
}
|
|
|
|
~LightInstance()
|
|
{
|
|
StaticRenderableConnectionLines::instance().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 selectPlanes(Selector &selector, SelectionTest &test, const PlaneCallback &selectedPlaneCallback)
|
|
{
|
|
test.BeginMesh(localToWorld());
|
|
m_dragPlanes.selectPlanes(m_contained.aabb(), selector, test, selectedPlaneCallback, rotation());
|
|
}
|
|
|
|
void selectReversedPlanes(Selector &selector, const SelectedPlanes &selectedPlanes)
|
|
{
|
|
m_dragPlanes.selectReversedPlanes(m_contained.aabb(), selector, selectedPlanes, rotation());
|
|
}
|
|
|
|
bool isSelectedComponents() const
|
|
{
|
|
return m_dragPlanes.isSelected();
|
|
}
|
|
|
|
void setSelectedComponents(bool select, SelectionSystem::EComponentMode mode)
|
|
{
|
|
if (mode == SelectionSystem::eFace) {
|
|
m_dragPlanes.setSelected(false);
|
|
}
|
|
}
|
|
|
|
void testSelectComponents(Selector &selector, SelectionTest &test, SelectionSystem::EComponentMode mode)
|
|
{
|
|
}
|
|
|
|
void selectedChangedComponent(const Selectable &selectable)
|
|
{
|
|
GlobalSelectionSystem().getObserver(SelectionSystem::eComponent)(selectable);
|
|
GlobalSelectionSystem().onComponentSelection(*this, selectable);
|
|
}
|
|
|
|
typedef MemberCaller<LightInstance, void(
|
|
const Selectable &), &LightInstance::selectedChangedComponent> SelectedChangedComponentCaller;
|
|
|
|
void evaluateTransform()
|
|
{
|
|
if (getType() == TRANSFORM_PRIMITIVE) {
|
|
m_contained.translate(getTranslation());
|
|
m_contained.rotate(getRotation());
|
|
} else {
|
|
//globalOutputStream() << getTranslation() << "\n";
|
|
|
|
m_dragPlanes.m_bounds = m_contained.aabb();
|
|
m_contained.setLightRadius(m_dragPlanes.evaluateResize(getTranslation(), rotation()));
|
|
}
|
|
}
|
|
|
|
void applyTransform()
|
|
{
|
|
m_contained.revertTransform();
|
|
evaluateTransform();
|
|
m_contained.freezeTransform();
|
|
}
|
|
|
|
typedef MemberCaller<LightInstance, void(), &LightInstance::applyTransform> ApplyTransformCaller;
|
|
|
|
void lightChanged()
|
|
{
|
|
GlobalShaderCache().changed(*this);
|
|
}
|
|
|
|
typedef MemberCaller<LightInstance, void(), &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 {
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NodeTypeCastTable m_casts;
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public:
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TypeCasts()
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{
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NodeStaticCast<LightNode, scene::Instantiable>::install(m_casts);
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NodeStaticCast<LightNode, scene::Cloneable>::install(m_casts);
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NodeContainedCast<LightNode, Editable>::install(m_casts);
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NodeContainedCast<LightNode, Snappable>::install(m_casts);
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NodeContainedCast<LightNode, TransformNode>::install(m_casts);
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NodeContainedCast<LightNode, Entity>::install(m_casts);
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NodeContainedCast<LightNode, Nameable>::install(m_casts);
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NodeContainedCast<LightNode, Namespaced>::install(m_casts);
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}
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NodeTypeCastTable &get()
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{
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return m_casts;
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}
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};
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scene::Node m_node;
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InstanceSet m_instances;
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Light m_contained;
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void construct()
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{
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}
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void destroy()
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{
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}
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public:
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typedef LazyStatic<TypeCasts> StaticTypeCasts;
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scene::Traversable &get(NullType<scene::Traversable>)
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{
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return m_contained.getTraversable();
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}
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Editable &get(NullType<Editable>)
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{
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return m_contained;
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}
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Snappable &get(NullType<Snappable>)
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{
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return m_contained;
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}
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TransformNode &get(NullType<TransformNode>)
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{
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return m_contained.getTransformNode();
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}
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Entity &get(NullType<Entity>)
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{
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return m_contained.getEntity();
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}
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Nameable &get(NullType<Nameable>)
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{
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return m_contained.getNameable();
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}
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Namespaced &get(NullType<Namespaced>)
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{
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return m_contained.getNamespaced();
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}
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LightNode(EntityClass *eclass) :
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m_node(this, this, StaticTypeCasts::instance().get()),
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m_contained(eclass, m_node, InstanceSet::TransformChangedCaller(m_instances),
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InstanceSet::BoundsChangedCaller(m_instances),
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InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
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{
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construct();
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}
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LightNode(const LightNode &other) :
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scene::Node::Symbiot(other),
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scene::Instantiable(other),
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scene::Cloneable(other),
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scene::Traversable::Observer(other),
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m_node(this, this, StaticTypeCasts::instance().get()),
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m_contained(other.m_contained, m_node, InstanceSet::TransformChangedCaller(m_instances),
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InstanceSet::BoundsChangedCaller(m_instances),
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InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
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{
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construct();
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}
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~LightNode()
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{
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destroy();
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}
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void release()
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{
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delete this;
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}
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scene::Node &node()
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{
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return m_node;
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}
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scene::Node &clone() const
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{
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return (new LightNode(*this))->node();
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}
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void insert(scene::Node &child)
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{
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m_instances.insert(child);
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}
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void erase(scene::Node &child)
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{
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m_instances.erase(child);
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}
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scene::Instance *create(const scene::Path &path, scene::Instance *parent)
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{
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return new LightInstance(path, parent, m_contained);
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}
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void forEachInstance(const scene::Instantiable::Visitor &visitor)
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{
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m_instances.forEachInstance(visitor);
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}
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void insert(scene::Instantiable::Observer *observer, const scene::Path &path, scene::Instance *instance)
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{
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m_instances.insert(observer, path, instance);
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}
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scene::Instance *erase(scene::Instantiable::Observer *observer, const scene::Path &path)
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{
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return m_instances.erase(observer, path);
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}
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};
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void Light_Construct()
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{
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RenderLightRadiiFill::m_state = GlobalShaderCache().capture("$Q3MAP2_LIGHT_SPHERE");
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RenderLightCenter::m_state = GlobalShaderCache().capture("$BIGPOINT");
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}
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void Light_Destroy()
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{
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GlobalShaderCache().release("$Q3MAP2_LIGHT_SPHERE");
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GlobalShaderCache().release("$BIGPOINT");
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}
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scene::Node &New_Light(EntityClass *eclass)
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{
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return (new LightNode(eclass))->node();
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}
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