Volumetric lighting for Irrlicht
Example useage added to 08.Special FX demo git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1160 dfc29bdd-3216-0410-991c-e03cc46cb475master
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@ -214,6 +214,21 @@ int main()
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anode->setPosition(core::vector3df(-50,20,-60));
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anode->setAnimationSpeed(15);
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//volumetric lighting
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scene::ISceneNode * n = smgr->addVolumeLightSceneNode(NULL, -1,
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32, //Sub Divid U
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32, //Sub Divid V
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video::SColor(0, 180, 180, 180), //foot colour
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video::SColor(0, 0, 0, 0) //tail colour
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);
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if (n) {
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n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));
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n->setPosition(core::vector3df(-120,60,40));
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video::SMaterial& mat = n->getMaterial(0);
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mat.setTexture(0, smgr->getVideoDriver()->getTexture("../../media/lightFalloff.png"));
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}
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// add shadow
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anode->addShadowVolumeSceneNode();
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smgr->setShadowColor(video::SColor(150,0,0,0));
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@ -50,6 +50,14 @@ namespace scene
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virtual gui::IGUIEnvironment* getGUIEnvironment();
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//! adds Volume Lighting Scene Node.
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//! the returned pointer must not be dropped.
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virtual ISceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
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const s32 subdivU = 32, const s32 subdivV = 32,
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const video::SColor foot = video::SColor(51, 0, 230, 180),
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const video::SColor tail = video::SColor(0, 0, 0, 0),
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const core::vector3df& position = core::vector3df(0,0,0), const core::vector3df& rotation = core::vector3df(0,0,0), const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
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//! adds a cube scene node to the scene. It is a simple cube of (1,1,1) size.
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//! the returned pointer must not be dropped.
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virtual ISceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
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@ -0,0 +1,301 @@
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// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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//
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// created by Dean Wadsworth aka Varmint Dec 31 2007
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#include "CVolumeLightSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "S3DVertex.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CVolumeLightSceneNode::CVolumeLightSceneNode(ISceneNode* parent, ISceneManager* mgr,
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s32 id, const s32 subdivU, const s32 subdivV,
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const video::SColor foot,
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const video::SColor tail,
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const core::vector3df& position,
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const core::vector3df& rotation, const core::vector3df& scale)
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: ISceneNode(parent, mgr, id, position, rotation, scale)
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{
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#ifdef _DEBUG
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setDebugName("CVolumeLightSceneNode");
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#endif
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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lightDimensions = core::vector3df(1.0f, 1.2f, 1.0f);
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mlpDistance = 8.0f;
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mSubdivideU = subdivU;
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mSubdivideV = subdivV;
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//test light
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mfootColour = foot;
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mtailColour = tail;
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Buffer = NULL;
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constructLight();
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}
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//! destructor
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CVolumeLightSceneNode::~CVolumeLightSceneNode()
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{
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if (Buffer)
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Buffer->drop();
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}
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void CVolumeLightSceneNode::addToBuffer(video::S3DVertex v)
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{
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s32 tnidx = Buffer->Vertices.linear_reverse_search(v);
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bool alreadyIn = (tnidx != -1);
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u16 nidx = (u16)tnidx;
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if (!alreadyIn) {
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nidx = Buffer->Vertices.size();
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Buffer->Indices.push_back(nidx);
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Buffer->Vertices.push_back(v);
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} else
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Buffer->Indices.push_back(nidx);
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}
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void CVolumeLightSceneNode::constructLight()
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{
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core::vector3df lightPoint = core::vector3df(0, -(mlpDistance*lightDimensions.Y), 0);
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f32 ax = lightDimensions.X / 2.0f; // X Axis
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f32 az = lightDimensions.Z / 2.0f; // Z Axis
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if (Buffer)
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Buffer->drop();
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Buffer = new SMeshBuffer();
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//draw the bottom foot.. the glowing region
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addToBuffer(video::S3DVertex(-ax, 0, az, 0,0,0, mfootColour, 0, 1));
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addToBuffer(video::S3DVertex(ax , 0, az, 0,0,0, mfootColour, 1, 1));
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addToBuffer(video::S3DVertex(ax , 0,-az, 0,0,0, mfootColour, 1, 0));
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addToBuffer(video::S3DVertex(ax , 0,-az, 0,0,0, mfootColour, 1, 0));
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addToBuffer(video::S3DVertex(-ax, 0,-az, 0,0,0, mfootColour, 0, 0));
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addToBuffer(video::S3DVertex(-ax, 0, az, 0,0,0, mfootColour, 0, 1));
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// Slices in X/U space
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for(s32 i = 0; i <= mSubdivideU; i++) {
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f32 k = ((f32)i) / mSubdivideU; // use for the texture coord
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f32 bx = ((lightDimensions.X / (f32)mSubdivideU) * i) - ax;
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//printf("bx: %f\n", bx);
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// These are the two endpoints for a slice at the foot
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core::vector3df end1(bx, 0.0f, -az);
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core::vector3df end2(bx, 0.0f, az);
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end1 -= lightPoint; // get a vector from point to lightsource
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end1.normalize(); // normalize vector
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end1 *= lightDimensions.Y; // multiply it out by shootlength
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end1.X += bx; // Add the original point location to the vector
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end1.Z -= az;
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// Do it again for the other point.
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end2 -= lightPoint;
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end2.normalize();
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end2 *= lightDimensions.Y;
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end2.X += bx;
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end2.Z += az;
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addToBuffer(video::S3DVertex(bx , 0, az, 0,0,0, mfootColour, k, 1));
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addToBuffer(video::S3DVertex(bx , 0, -az, 0,0,0, mfootColour, k, 0));
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addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, mtailColour, k, 1));
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addToBuffer(video::S3DVertex(bx , 0, -az, 0,0,0, mfootColour, k, 0));
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addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z, 0,0,0, mtailColour, k, 0));
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addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, mtailColour, k, 1));
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//back side
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addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, mtailColour, k, 1));
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addToBuffer(video::S3DVertex(-bx , 0, -az, 0,0,0, mfootColour, k, 1));
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addToBuffer(video::S3DVertex(-bx , 0, az, 0,0,0, mfootColour, k, 0));
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addToBuffer(video::S3DVertex(-bx , 0, az, 0,0,0, mfootColour, k, 0));
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addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z, 0,0,0, mtailColour, k, 0));
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addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, mtailColour, k, 1));
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}
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// Slices in Z/V space
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for(s32 i = 0; i <= mSubdivideV; i++) {
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f32 k = ((f32)i) / mSubdivideV; // use for the texture coord
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f32 bz = ((lightDimensions.Z / (f32)mSubdivideV) * i) - az;
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// These are the two endpoints for a slice at the foot
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core::vector3df end1(-ax, 0.0f, bz);
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core::vector3df end2(ax, 0.0f, bz);
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end1 -= lightPoint; // get a vector from point to lightsource
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end1.normalize(); // normalize vector
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end1 *= lightDimensions.Y; // multiply it out by shootlength
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end1.X -= ax; // Add the original point location to the vector
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end1.Z += bz;
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// Do it again for the other point.
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end2 -= lightPoint;
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end2.normalize();
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end2 *= lightDimensions.Y;
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end2.X += ax;
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end2.Z += bz;
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addToBuffer(video::S3DVertex(-ax , 0, bz, 0,0,0, mfootColour, 0, k));
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addToBuffer(video::S3DVertex(ax , 0, bz, 0,0,0, mfootColour, 1, k));
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addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, mtailColour, 1, k));
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addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, mtailColour, 1, k));
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addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z, 0,0,0, mtailColour, 0, k));
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addToBuffer(video::S3DVertex(-ax , 0, bz, 0,0,0, mfootColour, 0, k));
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//back side
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addToBuffer(video::S3DVertex(ax , 0, -bz, 0,0,0, mfootColour, 0, k));
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addToBuffer(video::S3DVertex(-ax , 0, -bz, 0,0,0, mfootColour, 1, k));
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addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, mtailColour, 1, k));
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addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, mtailColour, 1, k));
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addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z, 0,0,0, mtailColour, 0, k));
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addToBuffer(video::S3DVertex(ax , 0, -bz, 0,0,0, mfootColour, 0, k));
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}
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Buffer->BoundingBox.reset(0,0,0);
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Buffer->recalculateBoundingBox();
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Buffer->Material.MaterialType = video::EMT_ONETEXTURE_BLEND;
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Buffer->Material.MaterialTypeParam = pack_texureBlendFunc( video::EBF_SRC_COLOR, video::EBF_SRC_ALPHA, video::EMFN_MODULATE_1X );
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Buffer->Material.Lighting = false;
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Buffer->Material.ZWriteEnable = false;
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}
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//! renders the node.
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void CVolumeLightSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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driver->setMaterial(Buffer->Material);
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driver->drawVertexPrimitiveList(
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Buffer->getVertices(), Buffer->getVertexCount(),
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Buffer->getIndices(), Buffer->getIndexCount() / 3 ,
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Buffer->getVertexType(), EPT_TRIANGLES);
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& CVolumeLightSceneNode::getBoundingBox() const
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{
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return Buffer->BoundingBox;
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}
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void CVolumeLightSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible) {
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//lie to sceneManager
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Buffer->Material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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Buffer->Material.MaterialTypeParam = 0.01f;
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SceneManager->registerNodeForRendering(this, ESNRP_AUTOMATIC);
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//restore state
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Buffer->Material.MaterialType = video::EMT_ONETEXTURE_BLEND;
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Buffer->Material.MaterialTypeParam = pack_texureBlendFunc( video::EBF_SRC_COLOR, video::EBF_SRC_ALPHA, video::EMFN_MODULATE_1X );
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}
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ISceneNode::OnRegisterSceneNode();
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}
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//! returns the material based on the zero based index i. To get the amount
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//! of materials used by this scene node, use getMaterialCount().
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//! This function is needed for inserting the node into the scene hirachy on a
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//! optimal position for minimizing renderstate changes, but can also be used
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//! to directly modify the material of a scene node.
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video::SMaterial& CVolumeLightSceneNode::getMaterial(u32 i)
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{
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return Buffer->Material;
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}
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//! returns amount of materials used by this scene node.
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u32 CVolumeLightSceneNode::getMaterialCount() const
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{
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return 1;
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}
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//! Writes attributes of the scene node.
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void CVolumeLightSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ISceneNode::serializeAttributes(out, options);
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out->addFloat("lpDistance", mlpDistance);
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out->addInt("subDivideU", mSubdivideU);
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out->addInt("subDivideV", mSubdivideV);
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out->addColor("footColour", mfootColour);
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out->addColor("tailColour", mtailColour);
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out->addVector3d("lightDimension", lightDimensions);
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}
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//! Reads attributes of the scene node.
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void CVolumeLightSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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mlpDistance = in->getAttributeAsFloat("lpDistance");
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mlpDistance = core::max_(mlpDistance, 8.0f);
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mSubdivideU = in->getAttributeAsInt("subDivideU");
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mSubdivideU = core::max_(mSubdivideU, 1);
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mSubdivideV = in->getAttributeAsInt("subDivideV");
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mSubdivideV = core::max_(mSubdivideV, 1);
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mfootColour = in->getAttributeAsColor("footColour");
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mtailColour = in->getAttributeAsColor("tailColour");
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lightDimensions = in->getAttributeAsVector3d("lightDimension");
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constructLight();
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ISceneNode::deserializeAttributes(in, options);
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}
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//! Creates a clone of this scene node and its children.
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ISceneNode* CVolumeLightSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
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{
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if (!newParent) newParent = Parent;
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if (!newManager) newManager = SceneManager;
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CVolumeLightSceneNode* nb = new CVolumeLightSceneNode(newParent,
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newManager, ID, mSubdivideU, mSubdivideV, mfootColour, mtailColour, RelativeTranslation);
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nb->cloneMembers(this, newManager);
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nb->Buffer->Material = Buffer->Material;
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nb->drop();
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return nb;
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}
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} // end namespace scene
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} // end namespace irr
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@ -0,0 +1,98 @@
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// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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//
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// created by Dean Wadsworth aka Varmint Dec 31 2007
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#ifndef __VOLUME_LIGHT_SCENE_NODE_H_INCLUDED__
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#define __VOLUME_LIGHT_SCENE_NODE_H_INCLUDED__
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#include "ISceneNode.h"
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#include "SMeshBuffer.h"
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namespace irr
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{
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namespace scene
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{
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class CVolumeLightSceneNode : public ISceneNode
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{
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public:
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//! constructor
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CVolumeLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const s32 subdivU = 32, const s32 subdivV = 32,
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const video::SColor foot = video::SColor(51, 0, 230, 180),
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const video::SColor tail = video::SColor(0, 0, 0, 0),
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
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//! destructor
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virtual ~CVolumeLightSceneNode();
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virtual void OnRegisterSceneNode();
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//! renders the node.
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virtual void render();
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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//! returns the material based on the zero based index i. To get the amount
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//! of materials used by this scene node, use getMaterialCount().
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//! This function is needed for inserting the node into the scene hirachy on a
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//! optimal position for minimizing renderstate changes, but can also be used
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//! to directly modify the material of a scene node.
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virtual video::SMaterial& getMaterial(u32 i);
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//! returns amount of materials used by this scene node.
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virtual u32 getMaterialCount() const;
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const { return ESNT_CUBE; }
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//! Writes attributes of the scene node.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
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//! Reads attributes of the scene node.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
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//! Creates a clone of this scene node and its children.
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virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
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void setSubDivideU (const s32 inU) { mSubdivideU = inU; }
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void setSubDivideV (const s32 inV) { mSubdivideV = inV; }
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s32 getSubDivideU () const { return mSubdivideU; }
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s32 getSubDivideV () const { return mSubdivideV; }
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void setFootColour(const video::SColor inColouf) { mfootColour = inColouf; }
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void setTailColour(const video::SColor inColouf) { mtailColour = inColouf; }
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video::SColor getFootColour () const { return mfootColour; }
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video::SColor getTailColour () const { return mtailColour; }
|
||||
|
||||
private:
|
||||
void addToBuffer(video::S3DVertex v);
|
||||
void constructLight();
|
||||
|
||||
SMeshBuffer * Buffer;
|
||||
|
||||
f32 mlpDistance; // Distance to hypothetical lightsource point -- affects fov angle
|
||||
|
||||
s32 mSubdivideU; // Number of subdivisions in U and V space.
|
||||
s32 mSubdivideV; // Controls the number of "slices" in the volume.
|
||||
// NOTE : Total number of polygons = 2 + ((mSubdiveU + 1) + (mSubdivideV + 1)) * 2
|
||||
// Each slice being a quad plus the rectangular plane at the bottom.
|
||||
|
||||
video::SColor mfootColour; // Color at the source
|
||||
video::SColor mtailColour; // Color at the end.
|
||||
|
||||
core::vector3df lightDimensions; // lightDimensions.Y Distance of shooting -- Length of beams
|
||||
// lightDimensions.X and lightDimensions.Z determine the size/dimension of the plane
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
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productType = "com.apple.product-type.application";
|
||||
};
|
||||
D2AAC07D0554694100DB518D /* libIrrlicht.a */ = {
|
||||
|
@ -3663,6 +3670,7 @@
|
|||
0910B9DE0D1F5D4100D46B04 /* CBurningShader_Raster_Reference.cpp in Sources */,
|
||||
0910B9DF0D1F5D4100D46B04 /* CGUITable.cpp in Sources */,
|
||||
0910B9E10D1F5D4100D46B04 /* CImageLoaderWAL.cpp in Sources */,
|
||||
090FBC820D31085E0076D847 /* CVolumeLightSceneNode.cpp in Sources */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue