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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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