worldspawn/plugins/entity/light.cpp
2020-11-17 12:16:16 +01:00

1680 lines
51 KiB
C++

/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
///\file
///\brief Represents any light entity (e.g. light).
///
/// This entity dislays a special 'light' model.
/// The "origin" key directly controls the position of the light model in local space.
/// The "_color" key controls the colour of the light model.
/// The "light" key is visualised with a sphere representing the approximate coverage of the light (except Doom3).
/// Doom3 special behaviour:
/// The entity behaves as a group.
/// The "origin" key is the translation to be applied to all brushes (not patches) grouped under this entity.
/// The "light_center" and "light_radius" keys are visualised with a point and a box when the light is selected.
/// The "rotation" key directly controls the orientation of the light bounding box in local space.
/// The "light_origin" key controls the position of the light independently of the "origin" key if it is specified.
/// The "light_rotation" key duplicates the behaviour of the "rotation" key if it is specified. This appears to be an unfinished feature in Doom3.
#include "light.h"
#include <stdlib.h>
#include "cullable.h"
#include "renderable.h"
#include "editable.h"
#include "math/frustum.h"
#include "selectionlib.h"
#include "instancelib.h"
#include "transformlib.h"
#include "entitylib.h"
#include "render.h"
#include "eclasslib.h"
#include "render.h"
#include "stringio.h"
#include "traverselib.h"
#include "dragplanes.h"
#include "targetable.h"
#include "origin.h"
#include "colour.h"
#include "filters.h"
#include "namedentity.h"
#include "keyobservers.h"
#include "namekeys.h"
#include "rotation.h"
#include "entity.h"
extern bool g_newLightDraw;
void sphere_draw_fill(const Vector3 &origin, float radius, int sides)
{
if (radius <= 0) {
return;
}
const double dt = c_2pi / static_cast<double>( sides );
const double dp = c_pi / static_cast<double>( sides );
glBegin(GL_TRIANGLES);
for (int i = 0; i <= sides - 1; ++i) {
for (int j = 0; j <= sides - 2; ++j) {
const double t = i * dt;
const double p = (j * dp) - (c_pi / 2.0);
{
Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
glVertex3fv(vector3_to_array(v));
}
{
Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p + dp), radius)));
glVertex3fv(vector3_to_array(v));
}
{
Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
glVertex3fv(vector3_to_array(v));
}
{
Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
glVertex3fv(vector3_to_array(v));
}
{
Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
glVertex3fv(vector3_to_array(v));
}
{
Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
glVertex3fv(vector3_to_array(v));
}
}
}
{
const double p = (sides - 1) * dp - (c_pi / 2.0);
for (int i = 0; i <= sides - 1; ++i) {
const double t = i * dt;
{
Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
glVertex3fv(vector3_to_array(v));
}
{
Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
glVertex3fv(vector3_to_array(v));
}
{
Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
glVertex3fv(vector3_to_array(v));
}
}
}
glEnd();
}
void sphere_draw_wire(const Vector3 &origin, float radius, int sides)
{
{
glBegin(GL_LINE_LOOP);
for (int i = 0; i <= sides; i++) {
double ds = sin((i * 2 * c_pi) / sides);
double dc = cos((i * 2 * c_pi) / sides);
glVertex3f(
static_cast<float>( origin[0] + radius * dc ),
static_cast<float>( origin[1] + radius * ds ),
origin[2]
);
}
glEnd();
}
{
glBegin(GL_LINE_LOOP);
for (int i = 0; i <= sides; i++) {
double ds = sin((i * 2 * c_pi) / sides);
double dc = cos((i * 2 * c_pi) / sides);
glVertex3f(
static_cast<float>( origin[0] + radius * dc ),
origin[1],
static_cast<float>( origin[2] + radius * ds )
);
}
glEnd();
}
{
glBegin(GL_LINE_LOOP);
for (int i = 0; i <= sides; i++) {
double ds = sin((i * 2 * c_pi) / sides);
double dc = cos((i * 2 * c_pi) / sides);
glVertex3f(
origin[0],
static_cast<float>( origin[1] + radius * dc ),
static_cast<float>( origin[2] + radius * ds )
);
}
glEnd();
}
}
void light_draw_box_lines(const Vector3 &origin, const Vector3 points[8])
{
//draw lines from the center of the bbox to the corners
glBegin(GL_LINES);
glVertex3fv(vector3_to_array(origin));
glVertex3fv(vector3_to_array(points[1]));
glVertex3fv(vector3_to_array(origin));
glVertex3fv(vector3_to_array(points[5]));
glVertex3fv(vector3_to_array(origin));
glVertex3fv(vector3_to_array(points[2]));
glVertex3fv(vector3_to_array(origin));
glVertex3fv(vector3_to_array(points[6]));
glVertex3fv(vector3_to_array(origin));
glVertex3fv(vector3_to_array(points[0]));
glVertex3fv(vector3_to_array(origin));
glVertex3fv(vector3_to_array(points[4]));
glVertex3fv(vector3_to_array(origin));
glVertex3fv(vector3_to_array(points[3]));
glVertex3fv(vector3_to_array(origin));
glVertex3fv(vector3_to_array(points[7]));
glEnd();
}
void light_draw_radius_wire(const Vector3 &origin, const float envelope[3])
{
if (envelope[0] > 0) {
sphere_draw_wire(origin, envelope[0], 24);
}
if (envelope[1] > 0) {
sphere_draw_wire(origin, envelope[1], 24);
}
if (envelope[2] > 0) {
sphere_draw_wire(origin, envelope[2], 24);
}
}
void light_draw_radius_fill(const Vector3 &origin, const float envelope[3])
{
if (envelope[0] > 0) {
sphere_draw_fill(origin, envelope[0], 16);
}
if (envelope[1] > 0) {
sphere_draw_fill(origin, envelope[1], 16);
}
if (envelope[2] > 0) {
sphere_draw_fill(origin, envelope[2], 16);
}
}
void light_vertices(const AABB &aabb_light, Vector3 points[6])
{
Vector3 max(vector3_added(aabb_light.origin, aabb_light.extents));
Vector3 min(vector3_subtracted(aabb_light.origin, aabb_light.extents));
Vector3 mid(aabb_light.origin);
// top, bottom, middle-up, middle-right, middle-down, middle-left
points[0] = Vector3(mid[0], mid[1], max[2]);
points[1] = Vector3(mid[0], mid[1], min[2]);
points[2] = Vector3(mid[0], max[1], mid[2]);
points[3] = Vector3(max[0], mid[1], mid[2]);
points[4] = Vector3(mid[0], min[1], mid[2]);
points[5] = Vector3(min[0], mid[1], mid[2]);
}
void light_draw(const AABB &aabb_light, RenderStateFlags state)
{
Vector3 points[6];
light_vertices(aabb_light, points);
typedef unsigned int index_t;
const index_t indices[24] = {
0, 2, 3,
0, 3, 4,
0, 4, 5,
0, 5, 2,
1, 2, 5,
1, 5, 4,
1, 4, 3,
1, 3, 2
};
glVertexPointer(3, GL_FLOAT, 0, points);
glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(index_t), RenderIndexTypeID, indices);
}
// These variables are tweakable on the q3map2 console, setting to q3map2
// default here as there is no way to find out what the user actually uses
// right now. Maybe move them to worldspawn?
float fPointScale = 7500.f;
float fLinearScale = 1.f / 8000.f;
float light_radius_linear(float fIntensity, float fFalloffTolerance)
{
return ((fIntensity * fPointScale * fLinearScale) - fFalloffTolerance);
}
float light_radius(float fIntensity, float fFalloffTolerance)
{
return sqrt(fIntensity * fPointScale / fFalloffTolerance);
}
bool spawnflags_linear(int flags)
{
return (flags & 1);
}
class LightRadii {
public:
float m_radii[3];
private:
float m_primaryIntensity;
float m_secondaryIntensity;
int m_flags;
float m_fade;
float m_scale;
void calculateRadii()
{
float intensity = 300.0f;
if (m_primaryIntensity != 0.0f) {
intensity = m_primaryIntensity;
} else if (m_secondaryIntensity != 0.0f) {
intensity = m_secondaryIntensity;
}
if (m_scale) {
intensity = m_scale * 0.5f;
m_radii[0] = light_radius(intensity, 1.0f);
m_radii[1] = light_radius(intensity, 48.0f);
m_radii[2] = light_radius(intensity, 255.0f);
} else {
if (spawnflags_linear(m_flags)) {
m_radii[0] = light_radius_linear(intensity, 1.0f) / m_fade;
m_radii[1] = light_radius_linear(intensity, 48.0f) / m_fade;
m_radii[2] = light_radius_linear(intensity, 255.0f) / m_fade;
} else {
m_radii[0] = light_radius(intensity, 1.0f);
m_radii[1] = light_radius(intensity, 48.0f);
m_radii[2] = light_radius(intensity, 255.0f);
}
}
}
public:
LightRadii() : m_primaryIntensity(0), m_secondaryIntensity(0), m_flags(0), m_fade(1), m_scale(1)
{
}
void primaryIntensityChanged(const char *value)
{
m_primaryIntensity = string_read_float(value);
calculateRadii();
}
typedef MemberCaller<LightRadii, void(
const char *), &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
void secondaryIntensityChanged(const char *value)
{
m_secondaryIntensity = string_read_float(value);
calculateRadii();
}
typedef MemberCaller<LightRadii, void(
const char *), &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
void scaleChanged(const char *value)
{
m_scale = string_read_float(value);
calculateRadii();
}
typedef MemberCaller<LightRadii, void(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 MemberCaller<LightRadii, void(const char *), &LightRadii::fadeChanged> FadeChangedCaller;
void flagsChanged(const char *value)
{
m_flags = string_read_int(value);
calculateRadii();
}
typedef MemberCaller<LightRadii, void(const char *), &LightRadii::flagsChanged> FlagsChangedCaller;
};
class LightRadius {
public:
Vector3 m_defaultRadius;
Vector3 m_radius;
Vector3 m_radiusTransformed;
Vector3 m_center;
Callback<void()> m_changed;
bool m_useCenterKey;
LightRadius(const char *defaultRadius) : m_defaultRadius(300, 300, 300), m_center(0, 0, 0),
m_useCenterKey(false)
{
if (!string_parse_vector3(defaultRadius, m_defaultRadius)) {
globalErrorStream() << "LightRadius: failed to parse default light radius\n";
}
m_radius = m_defaultRadius;
}
void lightRadiusChanged(const char *value)
{
if (!string_parse_vector3(value, m_radius)) {
m_radius = m_defaultRadius;
}
m_radiusTransformed = m_radius;
m_changed();
SceneChangeNotify();
}
typedef MemberCaller<LightRadius, void(
const char *), &LightRadius::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 MemberCaller<LightRadius, void(
const char *), &LightRadius::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 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 {
NodeTypeCastTable m_casts;
public:
TypeCasts()
{
NodeStaticCast<LightNode, scene::Instantiable>::install(m_casts);
NodeStaticCast<LightNode, scene::Cloneable>::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()
{
}
void destroy()
{
}
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()
{
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();
}