1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CLightSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "ICameraSceneNode.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! constructor
CLightSceneNode::CLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position, video::SColorf color, f32 radius)
: ILightSceneNode(parent, mgr, id, position), DriverLightIndex(-1), LightIsOn(true)
{
#ifdef _DEBUG
setDebugName("CLightSceneNode");
#endif
LightData.DiffuseColor = color;
// set some useful specular color
LightData.SpecularColor = color.getInterpolated(video::SColor(255,255,255,255),0.7f);
setRadius(radius);
}
//! pre render event
void CLightSceneNode::OnRegisterSceneNode()
{
doLightRecalc();
if (IsVisible)
SceneManager->registerNodeForRendering(this, ESNRP_LIGHT);
ISceneNode::OnRegisterSceneNode();
}
//! render
void CLightSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
if (!driver)
return;
if ( DebugDataVisible & scene::EDS_BBOX )
{
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
video::SMaterial m;
m.Lighting = false;
driver->setMaterial(m);
switch ( LightData.Type )
{
case video::ELT_POINT:
case video::ELT_SPOT:
driver->draw3DBox(BBox, LightData.DiffuseColor.toSColor());
break;
case video::ELT_DIRECTIONAL:
driver->draw3DLine(core::vector3df(0.f, 0.f, 0.f),
LightData.Direction * LightData.Radius,
LightData.DiffuseColor.toSColor());
break;
default:
break;
}
}
DriverLightIndex = driver->addDynamicLight(LightData);
setVisible(LightIsOn);
}
//! sets the light data
void CLightSceneNode::setLightData(const video::SLight& light)
{
LightData = light;
}
//! \return Returns the light data.
const video::SLight& CLightSceneNode::getLightData() const
{
return LightData;
}
//! \return Returns the light data.
video::SLight& CLightSceneNode::getLightData()
{
return LightData;
}
void CLightSceneNode::setVisible(bool isVisible)
{
ISceneNode::setVisible(isVisible);
if(DriverLightIndex < 0)
return;
video::IVideoDriver* driver = SceneManager->getVideoDriver();
if (!driver)
return;
LightIsOn = isVisible;
driver->turnLightOn((u32)DriverLightIndex, LightIsOn);
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CLightSceneNode::getBoundingBox() const
{
return BBox;
}
//! Sets the light's radius of influence.
/** Outside this radius the light won't lighten geometry and cast no
shadows. Setting the radius will also influence the attenuation, setting
it to (0,1/radius,0). If you want to override this behavior, set the
attenuation after the radius.
\param radius The new radius. */
void CLightSceneNode::setRadius(f32 radius)
{
LightData.Radius=radius;
LightData.Attenuation.set(0.f, 1.f/radius, 0.f);
doLightRecalc();
}
//! Gets the light's radius of influence.
/** \return The current radius. */
f32 CLightSceneNode::getRadius() const
{
return LightData.Radius;
}
//! Sets the light type.
/** \param type The new type. */
void CLightSceneNode::setLightType(video::E_LIGHT_TYPE type)
{
LightData.Type=type;
}
//! Gets the light type.
/** \return The current light type. */
video::E_LIGHT_TYPE CLightSceneNode::getLightType() const
{
return LightData.Type;
}
//! Sets whether this light casts shadows.
/** Enabling this flag won't automatically cast shadows, the meshes
will still need shadow scene nodes attached. But one can enable or
disable distinct lights for shadow casting for performance reasons.
\param shadow True if this light shall cast shadows. */
void CLightSceneNode::enableCastShadow(bool shadow)
{
LightData.CastShadows=shadow;
}
//! Check whether this light casts shadows.
/** \return True if light would cast shadows, else false. */
bool CLightSceneNode::getCastShadow() const
{
return LightData.CastShadows;
}
void CLightSceneNode::doLightRecalc()
{
if ((LightData.Type == video::ELT_SPOT) || (LightData.Type == video::ELT_DIRECTIONAL))
{
LightData.Direction = core::vector3df(.0f,.0f,1.0f);
getAbsoluteTransformation().rotateVect(LightData.Direction);
LightData.Direction.normalize();
}
if ((LightData.Type == video::ELT_SPOT) || (LightData.Type == video::ELT_POINT))
{
const f32 r = LightData.Radius * LightData.Radius * 0.5f;
BBox.MaxEdge.set( r, r, r );
BBox.MinEdge.set( -r, -r, -r );
//setAutomaticCulling( scene::EAC_BOX );
setAutomaticCulling( scene::EAC_OFF );
LightData.Position = getAbsolutePosition();
}
if (LightData.Type == video::ELT_DIRECTIONAL)
{
BBox.reset( 0, 0, 0 );
setAutomaticCulling( scene::EAC_OFF );
}
}
//! Writes attributes of the scene node.
void CLightSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
ILightSceneNode::serializeAttributes(out, options);
out->addColorf ("AmbientColor", LightData.AmbientColor);
out->addColorf ("DiffuseColor", LightData.DiffuseColor);
out->addColorf ("SpecularColor", LightData.SpecularColor);
out->addVector3d("Attenuation", LightData.Attenuation);
out->addFloat ("Radius", LightData.Radius);
out->addFloat ("OuterCone", LightData.OuterCone);
out->addFloat ("InnerCone", LightData.InnerCone);
out->addFloat ("Falloff", LightData.Falloff);
out->addBool ("CastShadows", LightData.CastShadows);
out->addEnum ("LightType", LightData.Type, video::LightTypeNames);
}
//! Reads attributes of the scene node.
void CLightSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
LightData.AmbientColor = in->getAttributeAsColorf("AmbientColor");
LightData.DiffuseColor = in->getAttributeAsColorf("DiffuseColor");
LightData.SpecularColor = in->getAttributeAsColorf("SpecularColor");
//TODO: clearify Radius and Linear Attenuation
#if 0
setRadius ( in->getAttributeAsFloat("Radius") );
#else
LightData.Radius = in->getAttributeAsFloat("Radius");
#endif
if (in->existsAttribute("Attenuation")) // might not exist in older files
LightData.Attenuation = in->getAttributeAsVector3d("Attenuation");
if (in->existsAttribute("OuterCone")) // might not exist in older files
LightData.OuterCone = in->getAttributeAsFloat("OuterCone");
if (in->existsAttribute("InnerCone")) // might not exist in older files
LightData.InnerCone = in->getAttributeAsFloat("InnerCone");
if (in->existsAttribute("Falloff")) // might not exist in older files
LightData.Falloff = in->getAttributeAsFloat("Falloff");
LightData.CastShadows = in->getAttributeAsBool("CastShadows");
LightData.Type = (video::E_LIGHT_TYPE)in->getAttributeAsEnumeration("LightType", video::LightTypeNames);
doLightRecalc ();
ILightSceneNode::deserializeAttributes(in, options);
}
//! Creates a clone of this scene node and its children.
ISceneNode* CLightSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
if (!newParent)
newParent = Parent;
if (!newManager)
newManager = SceneManager;
CLightSceneNode* nb = new CLightSceneNode(newParent,
newManager, ID, RelativeTranslation, LightData.DiffuseColor, LightData.Radius);
nb->cloneMembers(this, newManager);
nb->LightData = LightData;
nb->BBox = BBox;
if ( newParent )
nb->drop();
return nb;
}
} // end namespace scene
} // end namespace irr
|