irrlicht/source/Irrlicht/CVolumeLightSceneNode.cpp

318 lines
9.6 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 u32 subdivU, const u32 subdivV,
const video::SColor foot,
const video::SColor tail,
const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale)
: IVolumeLightSceneNode(parent, mgr, id, position, rotation, scale),
LPDistance(8.0f), SubdivideU(subdivU), SubdivideV(subdivV),
FootColour(foot), TailColour(tail),
LightDimensions(core::vector3df(1.0f, 1.2f, 1.0f))
{
#ifdef _DEBUG
setDebugName("CVolumeLightSceneNode");
#endif
constructLight();
}
void CVolumeLightSceneNode::addToBuffer(video::S3DVertex v)
{
const s32 tnidx = Buffer.Vertices.linear_reverse_search(v);
const 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()
{
const core::vector3df lightPoint(0, -(LPDistance*LightDimensions.Y), 0);
const f32 ax = LightDimensions.X * 0.5f; // X Axis
const f32 az = LightDimensions.Z * 0.5f; // Z Axis
Buffer.Vertices.clear();
Buffer.Vertices.reallocate(6+12*(SubdivideU+SubdivideV));
Buffer.Indices.clear();
Buffer.Indices.reallocate(6+12*(SubdivideU+SubdivideV));
//draw the bottom foot.. the glowing region
addToBuffer(video::S3DVertex(-ax, 0, az, 0,0,0, FootColour, 0, 1));
addToBuffer(video::S3DVertex(ax , 0, az, 0,0,0, FootColour, 1, 1));
addToBuffer(video::S3DVertex(ax , 0,-az, 0,0,0, FootColour, 1, 0));
addToBuffer(video::S3DVertex(ax , 0,-az, 0,0,0, FootColour, 1, 0));
addToBuffer(video::S3DVertex(-ax, 0,-az, 0,0,0, FootColour, 0, 0));
addToBuffer(video::S3DVertex(-ax, 0, az, 0,0,0, FootColour, 0, 1));
f32 tu = 0.f;
const f32 tuStep = 1.f/SubdivideU;
f32 bx = -ax;
const f32 bxStep = LightDimensions.X * tuStep;
// Slices in X/U space
for (u32 i = 0; i <= SubdivideU; ++i)
{
// 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, FootColour, tu, 1));
addToBuffer(video::S3DVertex(bx , 0, -az, 0,0,0, FootColour, tu, 0));
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, TailColour, tu, 1));
addToBuffer(video::S3DVertex(bx , 0, -az, 0,0,0, FootColour, tu, 0));
addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z, 0,0,0, TailColour, tu, 0));
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, TailColour, tu, 1));
//back side
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, TailColour, tu, 1));
addToBuffer(video::S3DVertex(-bx , 0, -az, 0,0,0, FootColour, tu, 1));
addToBuffer(video::S3DVertex(-bx , 0, az, 0,0,0, FootColour, tu, 0));
addToBuffer(video::S3DVertex(-bx , 0, az, 0,0,0, FootColour, tu, 0));
addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z, 0,0,0, TailColour, tu, 0));
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, TailColour, tu, 1));
tu += tuStep;
bx += bxStep;
}
f32 tv = 0.f;
const f32 tvStep = 1.f/SubdivideV;
f32 bz = -az;
const f32 bzStep = LightDimensions.Z * tvStep;
// Slices in Z/V space
for(u32 i = 0; i <= SubdivideV; ++i)
{
// 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, FootColour, 0, tv));
addToBuffer(video::S3DVertex(ax , 0, bz, 0,0,0, FootColour, 1, tv));
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, TailColour, 1, tv));
addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z, 0,0,0, TailColour, 1, tv));
addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z, 0,0,0, TailColour, 0, tv));
addToBuffer(video::S3DVertex(-ax , 0, bz, 0,0,0, FootColour, 0, tv));
//back side
addToBuffer(video::S3DVertex(ax , 0, -bz, 0,0,0, FootColour, 0, tv));
addToBuffer(video::S3DVertex(-ax , 0, -bz, 0,0,0, FootColour, 1, tv));
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, TailColour, 1, tv));
addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z, 0,0,0, TailColour, 1, tv));
addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z, 0,0,0, TailColour, 0, tv));
addToBuffer(video::S3DVertex(ax , 0, -bz, 0,0,0, FootColour, 0, tv));
tv += tvStep;
bz += bzStep;
}
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;
}
void CVolumeLightSceneNode::setSubDivideU (const u32 inU)
{
SubdivideU = inU;
constructLight();
}
void CVolumeLightSceneNode::setSubDivideV (const u32 inV)
{
SubdivideV = inV;
constructLight();
}
void CVolumeLightSceneNode::setFootColour(const video::SColor inColouf)
{
FootColour = inColouf;
constructLight();
}
void CVolumeLightSceneNode::setTailColour(const video::SColor inColouf)
{
TailColour = inColouf;
constructLight();
}
//! Writes attributes of the scene node.
void CVolumeLightSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
ISceneNode::serializeAttributes(out, options);
out->addFloat("lpDistance", LPDistance);
out->addInt("subDivideU", SubdivideU);
out->addInt("subDivideV", SubdivideV);
out->addColor("footColour", FootColour);
out->addColor("tailColour", TailColour);
out->addVector3d("lightDimension", LightDimensions);
}
//! Reads attributes of the scene node.
void CVolumeLightSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
LPDistance = in->getAttributeAsFloat("lpDistance");
LPDistance = core::max_(LPDistance, 8.0f);
SubdivideU = in->getAttributeAsInt("subDivideU");
SubdivideU = core::max_(SubdivideU, 1u);
SubdivideV = in->getAttributeAsInt("subDivideV");
SubdivideV = core::max_(SubdivideV, 1u);
FootColour = in->getAttributeAsColor("footColour");
TailColour = 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, SubdivideU, SubdivideV, FootColour, TailColour, RelativeTranslation);
nb->cloneMembers(this, newManager);
nb->Buffer.Material = Buffer.Material;
nb->drop();
return nb;
}
} // end namespace scene
} // end namespace irr