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/***************************************************************************
AmbientLightVisitor.cpp - description
-------------------
begin : Wed Jan 26 2000
copyright : (C) 2000 by Henrik Enqvist
email : henqvist@excite.com
***************************************************************************/
#include "Private.h"
#include "AmbientLightVisitor.h"
#include "Group.h"
#include "Shape3D.h"
#include "Polygon.h"
#include "Config.h"
#include "Light.h"
AmbientLightVisitor * AmbientLightVisitor::p_AmbientLightVisitor = NULL;
AmbientLightVisitor::AmbientLightVisitor(int size) {
m_fStrength = (float)0.1;
m_fBackground = (float)0.0;
m_vLight.reserve(size);
}
AmbientLightVisitor::~AmbientLightVisitor() {
p_AmbientLightVisitor = NULL;
}
AmbientLightVisitor * AmbientLightVisitor::getInstance() {
if (p_AmbientLightVisitor == NULL) {
p_AmbientLightVisitor = new AmbientLightVisitor();
}
return p_AmbientLightVisitor;
}
void AmbientLightVisitor::add(Light* l) {
if (l == NULL) return;
m_vLight.push_back(l);
}
void AmbientLightVisitor::clear() {
m_vLight.clear();
}
void AmbientLightVisitor::setLightning(float s, float bg) {
m_fStrength = s;
m_fBackground = bg;
#if OPENGL_LIGHTS
GLfloat amb[] = {bg, bg, bg, 1};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,amb);
glEnable(GL_LIGHT0);
// create light
GLfloat pos[] = {0.0f, 10000.0f, 0.0f, 0.0f};
GLfloat light[] = {s, s, s, 1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light);
glLightfv(GL_LIGHT0, GL_SPECULAR, light);
#endif
}
void AmbientLightVisitor::visit(Group * g) {
// Check properties before applying light
if (g->m_iProperties & EM_GROUP_NO_LIGHT) return;
if (g->m_iProperties & EM_GROUP_LIGHT_ONCE) {
g->unsetProperty(EM_GROUP_LIGHT_ONCE);
g->setProperty(EM_GROUP_NO_LIGHT);
}
vector<Shape3D*>::iterator iter = g->m_vShape3D.begin();
vector<Shape3D*>::iterator end = g->m_vShape3D.end();
for ( ; iter != end; iter++) {
if ((*iter)->m_iProperties & (EM_SHAPE3D_HIDDEN | EM_SHAPE3D_ALWAYSLIT)) continue;
//if ((*iter)->m_iProperties & EM_SHAPE3D_TRANS) continue;
//if ((*iter)->m_iProperties & EM_SHAPE3D_HIDDEN) continue;
this->visitAmbient((*iter));
this->visitPoint((*iter));
}
}
void AmbientLightVisitor::visitAmbient(Shape3D* s) {
EM_COUT("AmbientLightVisitor::visit()" << endl, 0);
//TODO Flat polygons - who cares about flat polygons anyway
EM_COUT_D("AmbientLightVisitor::visit() shape lights " <<
(*shapeIter)->m_vLight.size() << " normal " <<
(*shapeIter)->m_vNmlTrans.size() << endl, 0);
// Count light for all vertices.
vector<Color>::iterator diffuseIter = s->m_vLight.begin();
vector<Color>::iterator diffuseEnd = s->m_vLight.end();
vector<Color>::iterator specularIter = s->m_vSpecular.begin();
vector<Vertex3D>::iterator nmlTransIter = s->m_vNmlTrans.begin();
vector<Vertex3D>::iterator nmlAlignIter = s->m_vNmlAlign.begin();
//vector<Color>::iterator specularEnd = s->m_vSpecular.end();
//vector<Vertex3D>::iterator nmlTransEnd = s->m_vNmlTrans.end();
//vector<Vertex3D>::iterator nmlAlignEnd = s->m_vNmlAlign.end();
for ( ; diffuseIter != diffuseEnd;
++diffuseIter, ++nmlTransIter, ++nmlAlignIter, ++specularIter) {
// Count angle between normal and y-axis.
float fAngle = (*nmlTransIter).y;
float fLight = fAngle/2 + 0.5;
// float fLight = 0.5;
(*diffuseIter).r = fLight * m_fStrength + m_fBackground;
(*diffuseIter).r = EM_MIN(1.0, (*diffuseIter).r);
(*diffuseIter).g = (*diffuseIter).b = (*diffuseIter).r;
EM_COUT_D("Light " << (*diffuseIter).r << " " << (*diffuseIter).g << " " <<
(*diffuseIter).b << endl, 0);
// TODO: Move if-specular outside for loop
// specular light
#if EM_USE_GLOBAL_SPECULAR
if (s->m_iProperties & EM_SHAPE3D_SPECULAR) {
Vertex3D vtxRef = {0,0,-1};
Vertex3D vtxDir = {0,-1,0};
EMath::reflection(vtxDir, (*nmlAlignIter), vtxRef, false);
EMath::normalizeVector(vtxRef); // TODO: optimize - remove normalize
//float view = EMath::dotProduct((*nmlAlignIter), vtxView); // TODO: optimize
float spe = EM_MAX(0.0f, vtxRef.z);
float spe2 = spe * spe;
float spe4 = spe2 * spe2;
(*specularIter).r = (*specularIter).g = (*specularIter).b = spe4 * spe4 * 0.5;
} else {
(*specularIter).r = (*specularIter).g = (*specularIter).b = 0;
}
#else
(*specularIter).r = (*specularIter).g = (*specularIter).b = 0;
#endif
}
}
void AmbientLightVisitor::visitPoint(Shape3D * s) {
if (Config::getInstance()->useLights()) {
vector<Light*>::iterator lightIter = m_vLight.begin();
vector<Light*>::iterator lightEnd = m_vLight.end();
EM_COUT("PointLightVisitor::visit() lights " << m_vLight.size(), 0);
for ( ; lightIter != lightEnd; ++lightIter) {
if (!(*lightIter)->m_bOn) continue;
// TODO check bounds with collision bounds so that we don't
// need to check every vertex.
// TODO ugly optimization: if statements moved outside for loop
vector<Vertex3D>::iterator vtxTransIter = s->m_vVtxTrans.begin();
vector<Vertex3D>::iterator vtxTransEnd = s->m_vVtxTrans.end();
vector<Vertex3D>::iterator vtxAlignIter = s->m_vVtxAlign.begin();
vector<Vertex3D>::iterator nmlTransIter = s->m_vNmlTrans.begin();
vector<Vertex3D>::iterator nmlAlignIter = s->m_vNmlAlign.begin();
vector<Color>::iterator diffuseIter = s->m_vLight.begin();
vector<Color>::iterator specularIter = s->m_vSpecular.begin();
//vector<Vertex3D>::iterator vtxAlignEnd = s->m_vVtxAlign.end();
//vector<Vertex3D>::iterator nmlTransEnd = s->m_vNmlTrans.end();
//vector<Vertex3D>::iterator nmlAlignEnd = s->m_vNmlAlign.end();
//vector<Color>::iterator diffuseEnd = s->m_vLight.end();
//vector<Color>::iterator specularEnd = s->m_vSpecular.end();
for ( ; vtxTransIter != vtxTransEnd;
++vtxTransIter, ++vtxAlignIter, ++nmlTransIter,
++nmlAlignIter, ++diffuseIter, ++specularIter) {
if ((*lightIter)->m_iProperties & EM_USE_DIFFUSE) {
Vertex3D vtxLight;
// Get length from vertex to light
vtxLight.x = (*lightIter)->m_vtxTrans.x - (*vtxTransIter).x;
vtxLight.y = (*lightIter)->m_vtxTrans.y - (*vtxTransIter).y;
vtxLight.z = (*lightIter)->m_vtxTrans.z - (*vtxTransIter).z;
float lengthsqr = EMath::vectorLengthSqr(vtxLight);
// Check bounds
if (((*lightIter)->m_iProperties & EM_USE_BOUNDS) &&
lengthsqr > ((*lightIter)->m_fBounds*(*lightIter)->m_fBounds)) {
continue;
}
// TODO Move if statement outside for loop for performance
// Calculate angle between normal and light
float light;
if ((*lightIter)->m_iProperties & EM_IGNORE_ANGLE_FULL) {
light = 1;
} else if ((*lightIter)->m_iProperties & EM_IGNORE_ANGLE_HALF) {
EMath::normalizeVector(vtxLight);
float angle = EMath::dotProduct((*nmlTransIter), vtxLight);
light = angle; // 1.0f - EMath::emAcos(angle)/EM_PI_DIV_2; // ??
if (light > 0.0f) light = 1.0f;
} else {
EMath::normalizeVector(vtxLight);
float angle = EMath::dotProduct((*nmlTransIter), vtxLight);
light = angle;// 1.0f - EMath::emAcos(angle)/EM_PI_DIV_2;
light = EM_MAX(0.0f, light);
}
// Calculate distance
float k;
if ((*lightIter)->m_iProperties & EM_IGNORE_DISTANCE) {
k = light;
} else {
k = light / ((*lightIter)->m_fConstant +
(*lightIter)->m_fLinear * EMath::emSqrt(lengthsqr) +
(*lightIter)->m_fQuadratic * lengthsqr);
}
(*diffuseIter).r += k * (*lightIter)->m_fR;
(*diffuseIter).g += k * (*lightIter)->m_fG;
(*diffuseIter).b += k * (*lightIter)->m_fB;
}
// specular light
#if EM_USE_SOURCE_SPECULAR
if ((s->m_iProperties & EM_SHAPE3D_SPECULAR) &&
((*lightIter)->m_iProperties & EM_USE_SPECULAR)) {
float specular;
Vertex3D vtxRef = {0.0f ,0.0f , -1.0f};
Vertex3D vtxDir;
vtxDir.x = (*vtxAlignIter).x - (*lightIter)->m_vtxAlign.x;
vtxDir.y = (*vtxAlignIter).y - (*lightIter)->m_vtxAlign.y;
vtxDir.z = (*vtxAlignIter).z - (*lightIter)->m_vtxAlign.z;
EMath::reflection(vtxDir, (*nmlAlignIter), vtxRef, false);
EMath::normalizeVector(vtxRef); // TODO: optimize - remove normalize
//float view = EMath::dotProduct((*nmlAlignIter), vtxView); // TODO: optimize
float spe = EM_MAX(0.0f, vtxRef.z);
float spe2 = spe * spe;
float spe4 = spe2 * spe2;
specular = spe4 * spe4;
(*specularIter).r += specular * (*lightIter)->m_fR;
(*specularIter).g += specular * (*lightIter)->m_fG;
(*specularIter).b += specular * (*lightIter)->m_fB;
}
#endif
EM_COUT_D("PointLightVisitor::visit() factor " << k, 0);
EM_COUT_D("PointLightVisitor::visit() specular " << specular, 0);
}
}
} // if config->useLights
// apply the lights to the color
// TODO textured polygons don't need color if filter != -1
vector<Color>::iterator diffuseIter = s->m_vLight.begin();
vector<Color>::iterator diffuseEnd = s->m_vLight.end();
vector<Color>::iterator specularIter = s->m_vSpecular.begin();
vector<Color>::iterator colorIter = s->m_vColor.begin();
vector<Color>::iterator litColorIter = s->m_vLitColor.begin();
// move if statement outside loop for performance
//if (s->m_iProperties & EM_SHAPE3D_SPECULAR) {
for (; diffuseIter != diffuseEnd;
++diffuseIter, ++specularIter, ++colorIter, ++litColorIter) {
(*litColorIter).r = (*colorIter).r * (*diffuseIter).r + (*specularIter).r;
(*litColorIter).g = (*colorIter).g * (*diffuseIter).g + (*specularIter).g;
(*litColorIter).b = (*colorIter).b * (*diffuseIter).b + (*specularIter).b;
(*litColorIter).a = (*colorIter).a;
}
// } else {
// for (; diffuseIter != diffuseEnd;
// ++diffuseIter, ++specularIter, ++colorIter, ++litColorIter) {
// (*litColorIter).r = (*colorIter).r * (*diffuseIter).r;
// (*litColorIter).g = (*colorIter).g * (*diffuseIter).g;
// (*litColorIter).b = (*colorIter).b * (*diffuseIter).b;
// (*litColorIter).a = (*colorIter).a;
// }
/*
(*litColorIter).r = EM_MAX((*litColorIter).r, 1.0f);
(*litColorIter).g = EM_MAX((*litColorIter).g, 1.0f);
(*litColorIter).b = EM_MAX((*litColorIter).b, 1.0f);
*/
}
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