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/***************************************************************************
PointLightVisitor.cpp - description
-------------------
begin : Sun Jan 30 2000
copyright : (C) 2000 by Henrik Enqvist
email : henqvist@excite.com
***************************************************************************/
#include "Private.h"
#include "PointLightVisitor.h"
#include "Light.h"
#include "Shape3D.h"
#include "Group.h"
#include "EMath.h"
#include "Polygon.h"
#include "Config.h"
PointLightVisitor * PointLightVisitor::p_PointLightVisitor = NULL;
PointLightVisitor::PointLightVisitor(int size) {
m_vLight.reserve(size);
}
PointLightVisitor::~PointLightVisitor() {
p_PointLightVisitor = NULL;
}
PointLightVisitor * PointLightVisitor::getInstance() {
if (p_PointLightVisitor == NULL) {
p_PointLightVisitor = new PointLightVisitor();
}
return p_PointLightVisitor;
}
void PointLightVisitor::add(Light* l) {
if (l == NULL) return;
m_vLight.push_back(l);
}
void PointLightVisitor::clear() {
m_vLight.clear();
}
void PointLightVisitor::visit(Group * g) {
EM_COUT("PointLightVisitor deprecated", 1);
exit(1);
// 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_TRANS) continue;
if ((*iter)->m_iProperties & EM_SHAPE3D_HIDDEN) continue;
this->visit((*iter), g);
}
}
void PointLightVisitor::visit(Shape3D * s, Group *) {
#if 0
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 vtxAlignEnd = s->m_vVtxAlign.end();
vector<Vertex3D>::iterator nmlTransIter = s->m_vNmlTrans.begin();
//vector<Vertex3D>::iterator nmlTransEnd = s->m_vNmlTrans.end();
vector<Vertex3D>::iterator nmlAlignIter = s->m_vNmlAlign.begin();
//vector<Vertex3D>::iterator nmlAlignEnd = s->m_vNmlAlign.end();
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 specularEnd = s->m_vSpecular.end();
for ( ; vtxTransIter != vtxTransEnd;
++vtxTransIter, ++vtxAlignIter, ++nmlTransIter,
++nmlAlignIter, ++diffuseIter, ++specularIter) {
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);
}
// specular light
#if EM_USE_SOURCE_SPECULAR
if (s->m_iProperties & EM_SHAPE3D_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);
(*diffuseIter).r += k * (*lightIter)->m_fR;
(*diffuseIter).g += k * (*lightIter)->m_fG;
(*diffuseIter).b += k * (*lightIter)->m_fB;
}
}
} // 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);
*/
}
#endif
}
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