forked from Mirrorlandia_minetest/irrlicht
2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
282 lines
7.8 KiB
C++
282 lines
7.8 KiB
C++
// Copyright (C) 2002-2012 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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#include "CLightSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "ICameraSceneNode.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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CLightSceneNode::CLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position, video::SColorf color, f32 radius)
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: ILightSceneNode(parent, mgr, id, position), DriverLightIndex(-1), LightIsOn(true)
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{
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#ifdef _DEBUG
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setDebugName("CLightSceneNode");
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#endif
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LightData.DiffuseColor = color;
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// set some useful specular color
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LightData.SpecularColor = color.getInterpolated(video::SColor(255,255,255,255),0.7f);
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setRadius(radius);
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}
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//! pre render event
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void CLightSceneNode::OnRegisterSceneNode()
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{
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doLightRecalc(); // TODO: since doLightRecalc has now been added to updateAbsolutePosition it might be possible to remove this one.
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if (IsVisible)
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SceneManager->registerNodeForRendering(this, ESNRP_LIGHT);
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ISceneNode::OnRegisterSceneNode();
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}
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//! render
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void CLightSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if (!driver)
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return;
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if ( DebugDataVisible & scene::EDS_BBOX )
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{
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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video::SMaterial m;
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m.Lighting = false;
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driver->setMaterial(m);
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switch ( LightData.Type )
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{
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case video::ELT_POINT:
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case video::ELT_SPOT:
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driver->draw3DBox(BBox, LightData.DiffuseColor.toSColor());
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break;
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case video::ELT_DIRECTIONAL:
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driver->draw3DLine(core::vector3df(0.f, 0.f, 0.f),
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LightData.Direction * LightData.Radius,
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LightData.DiffuseColor.toSColor());
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break;
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default:
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break;
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}
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}
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DriverLightIndex = driver->addDynamicLight(LightData);
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setVisible(LightIsOn);
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}
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//! sets the light data
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void CLightSceneNode::setLightData(const video::SLight& light)
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{
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LightData = light;
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}
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//! \return Returns the light data.
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const video::SLight& CLightSceneNode::getLightData() const
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{
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return LightData;
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}
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//! \return Returns the light data.
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video::SLight& CLightSceneNode::getLightData()
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{
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return LightData;
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}
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void CLightSceneNode::setVisible(bool isVisible)
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{
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ISceneNode::setVisible(isVisible);
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if(DriverLightIndex < 0)
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return;
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if (!driver)
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return;
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LightIsOn = isVisible;
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driver->turnLightOn((u32)DriverLightIndex, LightIsOn);
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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>& CLightSceneNode::getBoundingBox() const
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{
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return BBox;
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}
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//! Sets the light's radius of influence.
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/** Outside this radius the light won't lighten geometry and cast no
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shadows. Setting the radius will also influence the attenuation, setting
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it to (0,1/radius,0). If you want to override this behavior, set the
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attenuation after the radius.
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\param radius The new radius. */
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void CLightSceneNode::setRadius(f32 radius)
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{
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LightData.Radius=radius;
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LightData.Attenuation.set(0.f, 1.f/radius, 0.f);
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doLightRecalc();
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}
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//! Gets the light's radius of influence.
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/** \return The current radius. */
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f32 CLightSceneNode::getRadius() const
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{
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return LightData.Radius;
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}
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//! Sets the light type.
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/** \param type The new type. */
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void CLightSceneNode::setLightType(video::E_LIGHT_TYPE type)
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{
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LightData.Type=type;
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}
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//! Gets the light type.
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/** \return The current light type. */
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video::E_LIGHT_TYPE CLightSceneNode::getLightType() const
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{
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return LightData.Type;
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}
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//! Sets whether this light casts shadows.
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/** Enabling this flag won't automatically cast shadows, the meshes
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will still need shadow scene nodes attached. But one can enable or
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disable distinct lights for shadow casting for performance reasons.
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\param shadow True if this light shall cast shadows. */
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void CLightSceneNode::enableCastShadow(bool shadow)
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{
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LightData.CastShadows=shadow;
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}
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//! Check whether this light casts shadows.
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/** \return True if light would cast shadows, else false. */
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bool CLightSceneNode::getCastShadow() const
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{
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return LightData.CastShadows;
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}
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void CLightSceneNode::doLightRecalc()
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{
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if ((LightData.Type == video::ELT_SPOT) || (LightData.Type == video::ELT_DIRECTIONAL))
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{
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LightData.Direction = core::vector3df(.0f,.0f,1.0f);
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getAbsoluteTransformation().rotateVect(LightData.Direction);
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LightData.Direction.normalize();
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}
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if ((LightData.Type == video::ELT_SPOT) || (LightData.Type == video::ELT_POINT))
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{
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const f32 r = LightData.Radius * LightData.Radius * 0.5f;
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BBox.MaxEdge.set( r, r, r );
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BBox.MinEdge.set( -r, -r, -r );
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//setAutomaticCulling( scene::EAC_BOX );
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setAutomaticCulling( scene::EAC_OFF );
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LightData.Position = getAbsolutePosition();
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}
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if (LightData.Type == video::ELT_DIRECTIONAL)
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{
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BBox.reset( 0, 0, 0 );
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setAutomaticCulling( scene::EAC_OFF );
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}
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}
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void CLightSceneNode::updateAbsolutePosition()
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{
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ILightSceneNode::updateAbsolutePosition();
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doLightRecalc();
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}
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//! Writes attributes of the scene node.
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void CLightSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ILightSceneNode::serializeAttributes(out, options);
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out->addColorf ("AmbientColor", LightData.AmbientColor);
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out->addColorf ("DiffuseColor", LightData.DiffuseColor);
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out->addColorf ("SpecularColor", LightData.SpecularColor);
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out->addVector3d("Attenuation", LightData.Attenuation);
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out->addFloat ("Radius", LightData.Radius);
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out->addFloat ("OuterCone", LightData.OuterCone);
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out->addFloat ("InnerCone", LightData.InnerCone);
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out->addFloat ("Falloff", LightData.Falloff);
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out->addBool ("CastShadows", LightData.CastShadows);
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out->addEnum ("LightType", LightData.Type, video::LightTypeNames);
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}
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//! Reads attributes of the scene node.
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void CLightSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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LightData.AmbientColor = in->getAttributeAsColorf("AmbientColor");
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LightData.DiffuseColor = in->getAttributeAsColorf("DiffuseColor");
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LightData.SpecularColor = in->getAttributeAsColorf("SpecularColor");
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//TODO: clearify Radius and Linear Attenuation
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#if 0
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setRadius ( in->getAttributeAsFloat("Radius") );
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#else
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LightData.Radius = in->getAttributeAsFloat("Radius");
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#endif
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if (in->existsAttribute("Attenuation")) // might not exist in older files
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LightData.Attenuation = in->getAttributeAsVector3d("Attenuation");
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if (in->existsAttribute("OuterCone")) // might not exist in older files
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LightData.OuterCone = in->getAttributeAsFloat("OuterCone");
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if (in->existsAttribute("InnerCone")) // might not exist in older files
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LightData.InnerCone = in->getAttributeAsFloat("InnerCone");
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if (in->existsAttribute("Falloff")) // might not exist in older files
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LightData.Falloff = in->getAttributeAsFloat("Falloff");
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LightData.CastShadows = in->getAttributeAsBool("CastShadows");
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LightData.Type = (video::E_LIGHT_TYPE)in->getAttributeAsEnumeration("LightType", video::LightTypeNames);
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doLightRecalc ();
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ILightSceneNode::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* CLightSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
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{
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if (!newParent)
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newParent = Parent;
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if (!newManager)
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newManager = SceneManager;
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CLightSceneNode* nb = new CLightSceneNode(newParent,
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newManager, ID, RelativeTranslation, LightData.DiffuseColor, LightData.Radius);
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nb->cloneMembers(this, newManager);
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nb->LightData = LightData;
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nb->BBox = BBox;
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if ( newParent )
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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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