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-e03cc46cb475
master
teella 2008-01-06 13:13:24 +00:00
parent 9f3f896453
commit 24989c4487
8 changed files with 3947 additions and 3475 deletions

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@ -214,6 +214,21 @@ int main()
anode->setPosition(core::vector3df(-50,20,-60));
anode->setAnimationSpeed(15);
//volumetric lighting
scene::ISceneNode * n = smgr->addVolumeLightSceneNode(NULL, -1,
32, //Sub Divid U
32, //Sub Divid V
video::SColor(0, 180, 180, 180), //foot colour
video::SColor(0, 0, 0, 0) //tail colour
);
if (n) {
n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));
n->setPosition(core::vector3df(-120,60,40));
video::SMaterial& mat = n->getMaterial(0);
mat.setTexture(0, smgr->getVideoDriver()->getTexture("../../media/lightFalloff.png"));
}
// add shadow
anode->addShadowVolumeSceneNode();
smgr->setShadowColor(video::SColor(150,0,0,0));

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@ -50,6 +50,14 @@ namespace scene
virtual gui::IGUIEnvironment* getGUIEnvironment();
//! adds Volume Lighting Scene Node.
//! the returned pointer must not be dropped.
virtual ISceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
const s32 subdivU = 32, const s32 subdivV = 32,
const video::SColor foot = video::SColor(51, 0, 230, 180),
const video::SColor tail = video::SColor(0, 0, 0, 0),
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));
//! adds a cube scene node to the scene. It is a simple cube of (1,1,1) size.
//! the returned pointer must not be dropped.
virtual ISceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,

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@ -0,0 +1,301 @@
// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
//
// created by Dean Wadsworth aka Varmint Dec 31 2007
#include "CVolumeLightSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! constructor
CVolumeLightSceneNode::CVolumeLightSceneNode(ISceneNode* parent, ISceneManager* mgr,
s32 id, const s32 subdivU, const s32 subdivV,
const video::SColor foot,
const video::SColor tail,
const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale)
: ISceneNode(parent, mgr, id, position, rotation, scale)
{
#ifdef _DEBUG
setDebugName("CVolumeLightSceneNode");
#endif
video::IVideoDriver* driver = SceneManager->getVideoDriver();
lightDimensions = core::vector3df(1.0f, 1.2f, 1.0f);
mlpDistance = 8.0f;
mSubdivideU = subdivU;
mSubdivideV = subdivV;
//test light
mfootColour = foot;
mtailColour = tail;
Buffer = NULL;
constructLight();
}
//! destructor
CVolumeLightSceneNode::~CVolumeLightSceneNode()
{
if (Buffer)
Buffer->drop();
}
void CVolumeLightSceneNode::addToBuffer(video::S3DVertex v)
{
s32 tnidx = Buffer->Vertices.linear_reverse_search(v);
bool alreadyIn = (tnidx != -1);
u16 nidx = (u16)tnidx;
if (!alreadyIn) {
nidx = Buffer->Vertices.size();
Buffer->Indices.push_back(nidx);
Buffer->Vertices.push_back(v);
} else
Buffer->Indices.push_back(nidx);
}
void CVolumeLightSceneNode::constructLight()
{
core::vector3df lightPoint = core::vector3df(0, -(mlpDistance*lightDimensions.Y), 0);
f32 ax = lightDimensions.X / 2.0f; // X Axis
f32 az = lightDimensions.Z / 2.0f; // Z Axis
if (Buffer)
Buffer->drop();
Buffer = new SMeshBuffer();
//draw the bottom foot.. the glowing region
addToBuffer(video::S3DVertex(-ax, 0, az, 0,0,0, mfootColour, 0, 1));
addToBuffer(video::S3DVertex(ax , 0, az, 0,0,0, mfootColour, 1, 1));
addToBuffer(video::S3DVertex(ax , 0,-az, 0,0,0, mfootColour, 1, 0));
addToBuffer(video::S3DVertex(ax , 0,-az, 0,0,0, mfootColour, 1, 0));
addToBuffer(video::S3DVertex(-ax, 0,-az, 0,0,0, mfootColour, 0, 0));
addToBuffer(video::S3DVertex(-ax, 0, az, 0,0,0, mfootColour, 0, 1));
// Slices in X/U space
for(s32 i = 0; i <= mSubdivideU; i++) {
f32 k = ((f32)i) / mSubdivideU; // use for the texture coord
f32 bx = ((lightDimensions.X / (f32)mSubdivideU) * i) - ax;
//printf("bx: %f\n", bx);
// These are the two endpoints for a slice at the foot
core::vector3df end1(bx, 0.0f, -az);
core::vector3df end2(bx, 0.0f, az);
end1 -= lightPoint; // get a vector from point to lightsource
end1.normalize(); // normalize vector
end1 *= lightDimensions.Y; // multiply it out by shootlength
end1.X += bx; // Add the original point location to the vector
end1.Z -= az;
// Do it again for the other point.
end2 -= lightPoint;
end2.normalize();
end2 *= lightDimensions.Y;
end2.X += bx;
end2.Z += az;
addToBuffer(video::S3DVertex(bx , 0, az, 0,0,0, mfootColour, k, 1));
addToBuffer(video::S3DVertex(bx , 0, -az, 0,0,0, mfootColour, k, 0));
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, mtailColour, k, 1));
addToBuffer(video::S3DVertex(bx , 0, -az, 0,0,0, mfootColour, k, 0));
addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z, 0,0,0, mtailColour, k, 0));
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, mtailColour, k, 1));
//back side
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, mtailColour, k, 1));
addToBuffer(video::S3DVertex(-bx , 0, -az, 0,0,0, mfootColour, k, 1));
addToBuffer(video::S3DVertex(-bx , 0, az, 0,0,0, mfootColour, k, 0));
addToBuffer(video::S3DVertex(-bx , 0, az, 0,0,0, mfootColour, k, 0));
addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z, 0,0,0, mtailColour, k, 0));
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, mtailColour, k, 1));
}
// Slices in Z/V space
for(s32 i = 0; i <= mSubdivideV; i++) {
f32 k = ((f32)i) / mSubdivideV; // use for the texture coord
f32 bz = ((lightDimensions.Z / (f32)mSubdivideV) * i) - az;
// These are the two endpoints for a slice at the foot
core::vector3df end1(-ax, 0.0f, bz);
core::vector3df end2(ax, 0.0f, bz);
end1 -= lightPoint; // get a vector from point to lightsource
end1.normalize(); // normalize vector
end1 *= lightDimensions.Y; // multiply it out by shootlength
end1.X -= ax; // Add the original point location to the vector
end1.Z += bz;
// Do it again for the other point.
end2 -= lightPoint;
end2.normalize();
end2 *= lightDimensions.Y;
end2.X += ax;
end2.Z += bz;
addToBuffer(video::S3DVertex(-ax , 0, bz, 0,0,0, mfootColour, 0, k));
addToBuffer(video::S3DVertex(ax , 0, bz, 0,0,0, mfootColour, 1, k));
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, mtailColour, 1, k));
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, mtailColour, 1, k));
addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z, 0,0,0, mtailColour, 0, k));
addToBuffer(video::S3DVertex(-ax , 0, bz, 0,0,0, mfootColour, 0, k));
//back side
addToBuffer(video::S3DVertex(ax , 0, -bz, 0,0,0, mfootColour, 0, k));
addToBuffer(video::S3DVertex(-ax , 0, -bz, 0,0,0, mfootColour, 1, k));
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, mtailColour, 1, k));
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, mtailColour, 1, k));
addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z, 0,0,0, mtailColour, 0, k));
addToBuffer(video::S3DVertex(ax , 0, -bz, 0,0,0, mfootColour, 0, k));
}
Buffer->BoundingBox.reset(0,0,0);
Buffer->recalculateBoundingBox();
Buffer->Material.MaterialType = video::EMT_ONETEXTURE_BLEND;
Buffer->Material.MaterialTypeParam = pack_texureBlendFunc( video::EBF_SRC_COLOR, video::EBF_SRC_ALPHA, video::EMFN_MODULATE_1X );
Buffer->Material.Lighting = false;
Buffer->Material.ZWriteEnable = false;
}
//! renders the node.
void CVolumeLightSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->setMaterial(Buffer->Material);
driver->drawVertexPrimitiveList(
Buffer->getVertices(), Buffer->getVertexCount(),
Buffer->getIndices(), Buffer->getIndexCount() / 3 ,
Buffer->getVertexType(), EPT_TRIANGLES);
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CVolumeLightSceneNode::getBoundingBox() const
{
return Buffer->BoundingBox;
}
void CVolumeLightSceneNode::OnRegisterSceneNode()
{
if (IsVisible) {
//lie to sceneManager
Buffer->Material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
Buffer->Material.MaterialTypeParam = 0.01f;
SceneManager->registerNodeForRendering(this, ESNRP_AUTOMATIC);
//restore state
Buffer->Material.MaterialType = video::EMT_ONETEXTURE_BLEND;
Buffer->Material.MaterialTypeParam = pack_texureBlendFunc( video::EBF_SRC_COLOR, video::EBF_SRC_ALPHA, video::EMFN_MODULATE_1X );
}
ISceneNode::OnRegisterSceneNode();
}
//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hirachy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
video::SMaterial& CVolumeLightSceneNode::getMaterial(u32 i)
{
return Buffer->Material;
}
//! returns amount of materials used by this scene node.
u32 CVolumeLightSceneNode::getMaterialCount() const
{
return 1;
}
//! Writes attributes of the scene node.
void CVolumeLightSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
ISceneNode::serializeAttributes(out, options);
out->addFloat("lpDistance", mlpDistance);
out->addInt("subDivideU", mSubdivideU);
out->addInt("subDivideV", mSubdivideV);
out->addColor("footColour", mfootColour);
out->addColor("tailColour", mtailColour);
out->addVector3d("lightDimension", lightDimensions);
}
//! Reads attributes of the scene node.
void CVolumeLightSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
mlpDistance = in->getAttributeAsFloat("lpDistance");
mlpDistance = core::max_(mlpDistance, 8.0f);
mSubdivideU = in->getAttributeAsInt("subDivideU");
mSubdivideU = core::max_(mSubdivideU, 1);
mSubdivideV = in->getAttributeAsInt("subDivideV");
mSubdivideV = core::max_(mSubdivideV, 1);
mfootColour = in->getAttributeAsColor("footColour");
mtailColour = in->getAttributeAsColor("tailColour");
lightDimensions = in->getAttributeAsVector3d("lightDimension");
constructLight();
ISceneNode::deserializeAttributes(in, options);
}
//! Creates a clone of this scene node and its children.
ISceneNode* CVolumeLightSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
if (!newParent) newParent = Parent;
if (!newManager) newManager = SceneManager;
CVolumeLightSceneNode* nb = new CVolumeLightSceneNode(newParent,
newManager, ID, mSubdivideU, mSubdivideV, mfootColour, mtailColour, RelativeTranslation);
nb->cloneMembers(this, newManager);
nb->Buffer->Material = Buffer->Material;
nb->drop();
return nb;
}
} // end namespace scene
} // end namespace irr

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@ -0,0 +1,98 @@
// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
//
// created by Dean Wadsworth aka Varmint Dec 31 2007
#ifndef __VOLUME_LIGHT_SCENE_NODE_H_INCLUDED__
#define __VOLUME_LIGHT_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
#include "SMeshBuffer.h"
namespace irr
{
namespace scene
{
class CVolumeLightSceneNode : public ISceneNode
{
public:
//! constructor
CVolumeLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const s32 subdivU = 32, const s32 subdivV = 32,
const video::SColor foot = video::SColor(51, 0, 230, 180),
const video::SColor tail = video::SColor(0, 0, 0, 0),
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));
//! destructor
virtual ~CVolumeLightSceneNode();
virtual void OnRegisterSceneNode();
//! renders the node.
virtual void render();
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const;
//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hirachy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
virtual video::SMaterial& getMaterial(u32 i);
//! returns amount of materials used by this scene node.
virtual u32 getMaterialCount() const;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_CUBE; }
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
void setSubDivideU (const s32 inU) { mSubdivideU = inU; }
void setSubDivideV (const s32 inV) { mSubdivideV = inV; }
s32 getSubDivideU () const { return mSubdivideU; }
s32 getSubDivideV () const { return mSubdivideV; }
void setFootColour(const video::SColor inColouf) { mfootColour = inColouf; }
void setTailColour(const video::SColor inColouf) { mtailColour = inColouf; }
video::SColor getFootColour () const { return mfootColour; }
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
#endif

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