irrlicht/source/Irrlicht/CVolumeLightSceneNode.cpp

302 lines
9.3 KiB
C++

// 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