#include "rotation.h"
#include "entity.h"
+
extern bool g_newLightDraw;
-void sphere_draw_fill( const Vector3& origin, float radius, int sides ){
- if ( radius <= 0 ) {
- return;
- }
+void sphere_draw_fill(const Vector3 &origin, float radius, int sides)
+{
+ if (radius <= 0) {
+ return;
+ }
+
+ const double dt = c_2pi / static_cast<double>( sides );
+ const double dp = c_pi / static_cast<double>( sides );
+
+ glBegin(GL_TRIANGLES);
+ for (int i = 0; i <= sides - 1; ++i) {
+ for (int j = 0; j <= sides - 2; ++j) {
+ const double t = i * dt;
+ const double p = (j * dp) - (c_pi / 2.0);
+
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
+
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p + dp), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
+
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
+
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
+
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
+
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
+ }
+ }
+
+ {
+ const double p = (sides - 1) * dp - (c_pi / 2.0);
+ for (int i = 0; i <= sides - 1; ++i) {
+ const double t = i * dt;
+
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
+
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
+
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
+ }
+ }
+ glEnd();
+}
+
+void sphere_draw_wire(const Vector3 &origin, float radius, int sides)
+{
+ {
+ glBegin(GL_LINE_LOOP);
- const double dt = c_2pi / static_cast<double>( sides );
- const double dp = c_pi / static_cast<double>( sides );
+ for (int i = 0; i <= sides; i++) {
+ double ds = sin((i * 2 * c_pi) / sides);
+ double dc = cos((i * 2 * c_pi) / sides);
- glBegin( GL_TRIANGLES );
- for ( int i = 0; i <= sides - 1; ++i )
- {
- for ( int j = 0; j <= sides - 2; ++j )
- {
- const double t = i * dt;
- const double p = ( j * dp ) - ( c_pi / 2.0 );
-
- {
- Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
- glVertex3fv( vector3_to_array( v ) );
- }
-
- {
- Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p + dp ), radius ) ) );
- glVertex3fv( vector3_to_array( v ) );
- }
-
- {
- Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
- glVertex3fv( vector3_to_array( v ) );
- }
-
- {
- Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
- glVertex3fv( vector3_to_array( v ) );
- }
-
- {
- Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
- glVertex3fv( vector3_to_array( v ) );
- }
-
- {
- Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p ), radius ) ) );
- glVertex3fv( vector3_to_array( v ) );
- }
- }
- }
+ glVertex3f(
+ static_cast<float>( origin[0] + radius * dc ),
+ static_cast<float>( origin[1] + radius * ds ),
+ origin[2]
+ );
+ }
- {
- const double p = ( sides - 1 ) * dp - ( c_pi / 2.0 );
- for ( int i = 0; i <= sides - 1; ++i )
- {
- const double t = i * dt;
-
- {
- Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
- glVertex3fv( vector3_to_array( v ) );
- }
-
- {
- Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
- glVertex3fv( vector3_to_array( v ) );
- }
-
- {
- Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p ), radius ) ) );
- glVertex3fv( vector3_to_array( v ) );
- }
- }
- }
- glEnd();
-}
+ glEnd();
+ }
-void sphere_draw_wire( const Vector3& origin, float radius, int sides ){
- {
- glBegin( GL_LINE_LOOP );
+ {
+ glBegin(GL_LINE_LOOP);
- for ( int i = 0; i <= sides; i++ )
- {
- double ds = sin( ( i * 2 * c_pi ) / sides );
- double dc = cos( ( i * 2 * c_pi ) / sides );
-
- glVertex3f(
- static_cast<float>( origin[0] + radius * dc ),
- static_cast<float>( origin[1] + radius * ds ),
- origin[2]
- );
- }
+ for (int i = 0; i <= sides; i++) {
+ double ds = sin((i * 2 * c_pi) / sides);
+ double dc = cos((i * 2 * c_pi) / sides);
- glEnd();
- }
+ glVertex3f(
+ static_cast<float>( origin[0] + radius * dc ),
+ origin[1],
+ static_cast<float>( origin[2] + radius * ds )
+ );
+ }
- {
- glBegin( GL_LINE_LOOP );
+ glEnd();
+ }
- for ( int i = 0; i <= sides; i++ )
- {
- double ds = sin( ( i * 2 * c_pi ) / sides );
- double dc = cos( ( i * 2 * c_pi ) / sides );
-
- glVertex3f(
- static_cast<float>( origin[0] + radius * dc ),
- origin[1],
- static_cast<float>( origin[2] + radius * ds )
- );
- }
+ {
+ glBegin(GL_LINE_LOOP);
- glEnd();
- }
+ for (int i = 0; i <= sides; i++) {
+ double ds = sin((i * 2 * c_pi) / sides);
+ double dc = cos((i * 2 * c_pi) / sides);
- {
- glBegin( GL_LINE_LOOP );
+ glVertex3f(
+ origin[0],
+ static_cast<float>( origin[1] + radius * dc ),
+ static_cast<float>( origin[2] + radius * ds )
+ );
+ }
- for ( int i = 0; i <= sides; i++ )
- {
- double ds = sin( ( i * 2 * c_pi ) / sides );
- double dc = cos( ( i * 2 * c_pi ) / sides );
-
- glVertex3f(
- origin[0],
- static_cast<float>( origin[1] + radius * dc ),
- static_cast<float>( origin[2] + radius * ds )
- );
- }
-
- glEnd();
- }
+ glEnd();
+ }
}
-void light_draw_box_lines( const Vector3& origin, const Vector3 points[8] ){
- //draw lines from the center of the bbox to the corners
- glBegin( GL_LINES );
-
- glVertex3fv( vector3_to_array( origin ) );
- glVertex3fv( vector3_to_array( points[1] ) );
+void light_draw_box_lines(const Vector3 &origin, const Vector3 points[8])
+{
+ //draw lines from the center of the bbox to the corners
+ glBegin(GL_LINES);
- glVertex3fv( vector3_to_array( origin ) );
- glVertex3fv( vector3_to_array( points[5] ) );
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[1]));
- glVertex3fv( vector3_to_array( origin ) );
- glVertex3fv( vector3_to_array( points[2] ) );
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[5]));
- glVertex3fv( vector3_to_array( origin ) );
- glVertex3fv( vector3_to_array( points[6] ) );
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[2]));
- glVertex3fv( vector3_to_array( origin ) );
- glVertex3fv( vector3_to_array( points[0] ) );
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[6]));
- glVertex3fv( vector3_to_array( origin ) );
- glVertex3fv( vector3_to_array( points[4] ) );
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[0]));
- glVertex3fv( vector3_to_array( origin ) );
- glVertex3fv( vector3_to_array( points[3] ) );
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[4]));
- glVertex3fv( vector3_to_array( origin ) );
- glVertex3fv( vector3_to_array( points[7] ) );
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[3]));
- glEnd();
-}
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[7]));
-void light_draw_radius_wire( const Vector3& origin, const float envelope[3] ){
- if ( envelope[0] > 0 ) {
- sphere_draw_wire( origin, envelope[0], 24 );
- }
- if ( envelope[1] > 0 ) {
- sphere_draw_wire( origin, envelope[1], 24 );
- }
- if ( envelope[2] > 0 ) {
- sphere_draw_wire( origin, envelope[2], 24 );
- }
+ glEnd();
}
-void light_draw_radius_fill( const Vector3& origin, const float envelope[3] ){
- if ( envelope[0] > 0 ) {
- sphere_draw_fill( origin, envelope[0], 16 );
- }
- if ( envelope[1] > 0 ) {
- sphere_draw_fill( origin, envelope[1], 16 );
- }
- if ( envelope[2] > 0 ) {
- sphere_draw_fill( origin, envelope[2], 16 );
- }
-}
+void light_draw_radius_wire(const Vector3 &origin, const float envelope[3])
+{
+ if (envelope[0] > 0) {
+ sphere_draw_wire(origin, envelope[0], 24);
+ }
+ if (envelope[1] > 0) {
+ sphere_draw_wire(origin, envelope[1], 24);
+ }
+ if (envelope[2] > 0) {
+ sphere_draw_wire(origin, envelope[2], 24);
+ }
+}
+
+void light_draw_radius_fill(const Vector3 &origin, const float envelope[3])
+{
+ if (envelope[0] > 0) {
+ sphere_draw_fill(origin, envelope[0], 16);
+ }
+ if (envelope[1] > 0) {
+ sphere_draw_fill(origin, envelope[1], 16);
+ }
+ if (envelope[2] > 0) {
+ sphere_draw_fill(origin, envelope[2], 16);
+ }
+}
+
+void light_vertices(const AABB &aabb_light, Vector3 points[6])
+{
+ Vector3 max(vector3_added(aabb_light.origin, aabb_light.extents));
+ Vector3 min(vector3_subtracted(aabb_light.origin, aabb_light.extents));
+ Vector3 mid(aabb_light.origin);
-void light_vertices( const AABB& aabb_light, Vector3 points[6] ){
- Vector3 max( vector3_added( aabb_light.origin, aabb_light.extents ) );
- Vector3 min( vector3_subtracted( aabb_light.origin, aabb_light.extents ) );
- Vector3 mid( aabb_light.origin );
-
- // top, bottom, middle-up, middle-right, middle-down, middle-left
- points[0] = Vector3( mid[0], mid[1], max[2] );
- points[1] = Vector3( mid[0], mid[1], min[2] );
- points[2] = Vector3( mid[0], max[1], mid[2] );
- points[3] = Vector3( max[0], mid[1], mid[2] );
- points[4] = Vector3( mid[0], min[1], mid[2] );
- points[5] = Vector3( min[0], mid[1], mid[2] );
+ // top, bottom, middle-up, middle-right, middle-down, middle-left
+ points[0] = Vector3(mid[0], mid[1], max[2]);
+ points[1] = Vector3(mid[0], mid[1], min[2]);
+ points[2] = Vector3(mid[0], max[1], mid[2]);
+ points[3] = Vector3(max[0], mid[1], mid[2]);
+ points[4] = Vector3(mid[0], min[1], mid[2]);
+ points[5] = Vector3(min[0], mid[1], mid[2]);
}
-void light_draw( const AABB& aabb_light, RenderStateFlags state ){
- Vector3 points[6];
- light_vertices( aabb_light, points );
-
- if ( state & RENDER_LIGHTING ) {
- const float f = 0.70710678f;
- // North, East, South, West
- const Vector3 normals[8] = {
- Vector3( 0, f, f ),
- Vector3( f, 0, f ),
- Vector3( 0,-f, f ),
- Vector3( -f, 0, f ),
- Vector3( 0, f,-f ),
- Vector3( f, 0,-f ),
- Vector3( 0,-f,-f ),
- Vector3( -f, 0,-f ),
- };
+void light_draw(const AABB &aabb_light, RenderStateFlags state)
+{
+ Vector3 points[6];
+ light_vertices(aabb_light, points);
+
+ if (state & RENDER_LIGHTING) {
+ const float f = 0.70710678f;
+ // North, East, South, West
+ const Vector3 normals[8] = {
+ Vector3(0, f, f),
+ Vector3(f, 0, f),
+ Vector3(0, -f, f),
+ Vector3(-f, 0, f),
+ Vector3(0, f, -f),
+ Vector3(f, 0, -f),
+ Vector3(0, -f, -f),
+ Vector3(-f, 0, -f),
+ };
#if !defined( USE_TRIANGLE_FAN )
- glBegin( GL_TRIANGLES );
+ glBegin(GL_TRIANGLES);
#else
- glBegin( GL_TRIANGLE_FAN );
+ glBegin( GL_TRIANGLE_FAN );
#endif
- glVertex3fv( vector3_to_array( points[0] ) );
- glVertex3fv( vector3_to_array( points[2] ) );
- glNormal3fv( vector3_to_array( normals[0] ) );
- glVertex3fv( vector3_to_array( points[3] ) );
+ glVertex3fv(vector3_to_array(points[0]));
+ glVertex3fv(vector3_to_array(points[2]));
+ glNormal3fv(vector3_to_array(normals[0]));
+ glVertex3fv(vector3_to_array(points[3]));
#if !defined( USE_TRIANGLE_FAN )
- glVertex3fv( vector3_to_array( points[0] ) );
- glVertex3fv( vector3_to_array( points[3] ) );
+ glVertex3fv(vector3_to_array(points[0]));
+ glVertex3fv(vector3_to_array(points[3]));
#endif
- glNormal3fv( vector3_to_array( normals[1] ) );
- glVertex3fv( vector3_to_array( points[4] ) );
+ glNormal3fv(vector3_to_array(normals[1]));
+ glVertex3fv(vector3_to_array(points[4]));
#if !defined( USE_TRIANGLE_FAN )
- glVertex3fv( vector3_to_array( points[0] ) );
- glVertex3fv( vector3_to_array( points[4] ) );
+ glVertex3fv(vector3_to_array(points[0]));
+ glVertex3fv(vector3_to_array(points[4]));
#endif
- glNormal3fv( vector3_to_array( normals[2] ) );
- glVertex3fv( vector3_to_array( points[5] ) );
+ glNormal3fv(vector3_to_array(normals[2]));
+ glVertex3fv(vector3_to_array(points[5]));
#if !defined( USE_TRIANGLE_FAN )
- glVertex3fv( vector3_to_array( points[0] ) );
- glVertex3fv( vector3_to_array( points[5] ) );
+ glVertex3fv(vector3_to_array(points[0]));
+ glVertex3fv(vector3_to_array(points[5]));
#endif
- glNormal3fv( vector3_to_array( normals[3] ) );
- glVertex3fv( vector3_to_array( points[2] ) );
+ glNormal3fv(vector3_to_array(normals[3]));
+ glVertex3fv(vector3_to_array(points[2]));
#if defined( USE_TRIANGLE_FAN )
- glEnd();
+ glEnd();
glBegin( GL_TRIANGLE_FAN );
#endif
- glVertex3fv( vector3_to_array( points[1] ) );
- glVertex3fv( vector3_to_array( points[2] ) );
- glNormal3fv( vector3_to_array( normals[7] ) );
- glVertex3fv( vector3_to_array( points[5] ) );
+ glVertex3fv(vector3_to_array(points[1]));
+ glVertex3fv(vector3_to_array(points[2]));
+ glNormal3fv(vector3_to_array(normals[7]));
+ glVertex3fv(vector3_to_array(points[5]));
#if !defined( USE_TRIANGLE_FAN )
- glVertex3fv( vector3_to_array( points[1] ) );
- glVertex3fv( vector3_to_array( points[5] ) );
+ glVertex3fv(vector3_to_array(points[1]));
+ glVertex3fv(vector3_to_array(points[5]));
#endif
- glNormal3fv( vector3_to_array( normals[6] ) );
- glVertex3fv( vector3_to_array( points[4] ) );
+ glNormal3fv(vector3_to_array(normals[6]));
+ glVertex3fv(vector3_to_array(points[4]));
#if !defined( USE_TRIANGLE_FAN )
- glVertex3fv( vector3_to_array( points[1] ) );
- glVertex3fv( vector3_to_array( points[4] ) );
+ glVertex3fv(vector3_to_array(points[1]));
+ glVertex3fv(vector3_to_array(points[4]));
#endif
- glNormal3fv( vector3_to_array( normals[5] ) );
- glVertex3fv( vector3_to_array( points[3] ) );
+ glNormal3fv(vector3_to_array(normals[5]));
+ glVertex3fv(vector3_to_array(points[3]));
#if !defined( USE_TRIANGLE_FAN )
- glVertex3fv( vector3_to_array( points[1] ) );
- glVertex3fv( vector3_to_array( points[3] ) );
+ glVertex3fv(vector3_to_array(points[1]));
+ glVertex3fv(vector3_to_array(points[3]));
#endif
- glNormal3fv( vector3_to_array( normals[4] ) );
- glVertex3fv( vector3_to_array( points[2] ) );
-
- glEnd();
- }
- else
- {
- typedef unsigned int index_t;
- const index_t indices[24] = {
- 0, 2, 3,
- 0, 3, 4,
- 0, 4, 5,
- 0, 5, 2,
- 1, 2, 5,
- 1, 5, 4,
- 1, 4, 3,
- 1, 3, 2
- };
+ glNormal3fv(vector3_to_array(normals[4]));
+ glVertex3fv(vector3_to_array(points[2]));
+
+ glEnd();
+ } else {
+ typedef unsigned int index_t;
+ const index_t indices[24] = {
+ 0, 2, 3,
+ 0, 3, 4,
+ 0, 4, 5,
+ 0, 5, 2,
+ 1, 2, 5,
+ 1, 5, 4,
+ 1, 4, 3,
+ 1, 3, 2
+ };
#if 1
- glVertexPointer( 3, GL_FLOAT, 0, points );
- glDrawElements( GL_TRIANGLES, sizeof( indices ) / sizeof( index_t ), RenderIndexTypeID, indices );
+ glVertexPointer(3, GL_FLOAT, 0, points);
+ glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(index_t), RenderIndexTypeID, indices);
#else
- glBegin( GL_TRIANGLES );
+ glBegin( GL_TRIANGLES );
for ( unsigned int i = 0; i < sizeof( indices ) / sizeof( index_t ); ++i )
{
glVertex3fv( points[indices[i]] );
}
glEnd();
#endif
- }
+ }
- // NOTE: prolly not relevant until some time..
- // check for DOOM lights
+ // NOTE: prolly not relevant until some time..
+ // check for DOOM lights
#if 0
- if ( strlen( ValueForKey( e, "light_right" ) ) > 0 ) {
+ if ( strlen( ValueForKey( e, "light_right" ) ) > 0 ) {
vec3_t vRight, vUp, vTarget, vTemp;
GetVectorForKey( e, "light_right", vRight );
GetVectorForKey( e, "light_up", vUp );
float fPointScale = 7500.f;
float fLinearScale = 1.f / 8000.f;
-float light_radius_linear( float fIntensity, float fFalloffTolerance ){
- return ( ( fIntensity * fPointScale * fLinearScale ) - fFalloffTolerance );
+float light_radius_linear(float fIntensity, float fFalloffTolerance)
+{
+ return ((fIntensity * fPointScale * fLinearScale) - fFalloffTolerance);
}
-float light_radius( float fIntensity, float fFalloffTolerance ){
- return sqrt( fIntensity * fPointScale / fFalloffTolerance );
+float light_radius(float fIntensity, float fFalloffTolerance)
+{
+ return sqrt(fIntensity * fPointScale / fFalloffTolerance);
}
LightType g_lightType = LIGHTTYPE_DEFAULT;
-bool spawnflags_linear( int flags ){
- if ( g_lightType == LIGHTTYPE_RTCW ) {
- // Spawnflags :
- // 1: nonlinear
- // 2: angle
+bool spawnflags_linear(int flags)
+{
+ if (g_lightType == LIGHTTYPE_RTCW) {
+ // Spawnflags :
+ // 1: nonlinear
+ // 2: angle
- return !( flags & 1 );
- }
- else
- {
- // Spawnflags :
- // 1: linear
- // 2: no angle
+ return !(flags & 1);
+ } else {
+ // Spawnflags :
+ // 1: linear
+ // 2: no angle
- return ( flags & 1 );
- }
+ return (flags & 1);
+ }
}
-class LightRadii
-{
+class LightRadii {
public:
-float m_radii[3];
+ float m_radii[3];
private:
-float m_primaryIntensity;
-float m_secondaryIntensity;
-int m_flags;
-float m_fade;
-float m_scale;
-
-void calculateRadii(){
- float intensity = 300.0f;
-
- if ( m_primaryIntensity != 0.0f ) {
- intensity = m_primaryIntensity;
- }
- else if ( m_secondaryIntensity != 0.0f ) {
- intensity = m_secondaryIntensity;
- }
-
- intensity *= m_scale;
-
- if ( spawnflags_linear( m_flags ) ) {
- m_radii[0] = light_radius_linear( intensity, 1.0f ) / m_fade;
- m_radii[1] = light_radius_linear( intensity, 48.0f ) / m_fade;
- m_radii[2] = light_radius_linear( intensity, 255.0f ) / m_fade;
- }
- else
- {
- m_radii[0] = light_radius( intensity, 1.0f );
- m_radii[1] = light_radius( intensity, 48.0f );
- m_radii[2] = light_radius( intensity, 255.0f );
- }
-}
+ float m_primaryIntensity;
+ float m_secondaryIntensity;
+ int m_flags;
+ float m_fade;
+ float m_scale;
+
+ void calculateRadii()
+ {
+ float intensity = 300.0f;
+
+ if (m_primaryIntensity != 0.0f) {
+ intensity = m_primaryIntensity;
+ } else if (m_secondaryIntensity != 0.0f) {
+ intensity = m_secondaryIntensity;
+ }
+
+ intensity *= m_scale;
+
+ if (spawnflags_linear(m_flags)) {
+ m_radii[0] = light_radius_linear(intensity, 1.0f) / m_fade;
+ m_radii[1] = light_radius_linear(intensity, 48.0f) / m_fade;
+ m_radii[2] = light_radius_linear(intensity, 255.0f) / m_fade;
+ } else {
+ m_radii[0] = light_radius(intensity, 1.0f);
+ m_radii[1] = light_radius(intensity, 48.0f);
+ m_radii[2] = light_radius(intensity, 255.0f);
+ }
+ }
public:
-LightRadii() : m_primaryIntensity( 0 ), m_secondaryIntensity( 0 ), m_flags( 0 ), m_fade( 1 ), m_scale( 1 ){
-}
-
-
-void primaryIntensityChanged( const char* value ){
- m_primaryIntensity = string_read_float( value );
- calculateRadii();
-}
-typedef MemberCaller<LightRadii, void(const char*), &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
-void secondaryIntensityChanged( const char* value ){
- m_secondaryIntensity = string_read_float( value );
- calculateRadii();
-}
-typedef MemberCaller<LightRadii, void(const char*), &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
-void scaleChanged( const char* value ){
- m_scale = string_read_float( value );
- if ( m_scale <= 0.0f ) {
- m_scale = 1.0f;
- }
- calculateRadii();
-}
-typedef MemberCaller<LightRadii, void(const char*), &LightRadii::scaleChanged> ScaleChangedCaller;
-void fadeChanged( const char* value ){
- m_fade = string_read_float( value );
- if ( m_fade <= 0.0f ) {
- m_fade = 1.0f;
- }
- calculateRadii();
-}
-typedef MemberCaller<LightRadii, void(const char*), &LightRadii::fadeChanged> FadeChangedCaller;
-void flagsChanged( const char* value ){
- m_flags = string_read_int( value );
- calculateRadii();
-}
-typedef MemberCaller<LightRadii, void(const char*), &LightRadii::flagsChanged> FlagsChangedCaller;
+ LightRadii() : m_primaryIntensity(0), m_secondaryIntensity(0), m_flags(0), m_fade(1), m_scale(1)
+ {
+ }
+
+
+ void primaryIntensityChanged(const char *value)
+ {
+ m_primaryIntensity = string_read_float(value);
+ calculateRadii();
+ }
+
+ typedef MemberCaller<LightRadii, void(
+ const char *), &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
+
+ void secondaryIntensityChanged(const char *value)
+ {
+ m_secondaryIntensity = string_read_float(value);
+ calculateRadii();
+ }
+
+ typedef MemberCaller<LightRadii, void(
+ const char *), &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
+
+ void scaleChanged(const char *value)
+ {
+ m_scale = string_read_float(value);
+ if (m_scale <= 0.0f) {
+ m_scale = 1.0f;
+ }
+ calculateRadii();
+ }
+
+ typedef MemberCaller<LightRadii, void(const char *), &LightRadii::scaleChanged> ScaleChangedCaller;
+
+ void fadeChanged(const char *value)
+ {
+ m_fade = string_read_float(value);
+ if (m_fade <= 0.0f) {
+ m_fade = 1.0f;
+ }
+ calculateRadii();
+ }
+
+ typedef MemberCaller<LightRadii, void(const char *), &LightRadii::fadeChanged> FadeChangedCaller;
+
+ void flagsChanged(const char *value)
+ {
+ m_flags = string_read_int(value);
+ calculateRadii();
+ }
+
+ typedef MemberCaller<LightRadii, void(const char *), &LightRadii::flagsChanged> FlagsChangedCaller;
};
-class Doom3LightRadius
-{
+class Doom3LightRadius {
public:
-Vector3 m_defaultRadius;
-Vector3 m_radius;
-Vector3 m_radiusTransformed;
-Vector3 m_center;
-Callback<void()> m_changed;
-bool m_useCenterKey;
-
-Doom3LightRadius( const char* defaultRadius ) : m_defaultRadius( 300, 300, 300 ), m_center( 0, 0, 0 ), m_useCenterKey( false ){
- if ( !string_parse_vector3( defaultRadius, m_defaultRadius ) ) {
- globalErrorStream() << "Doom3LightRadius: failed to parse default light radius\n";
- }
- m_radius = m_defaultRadius;
-}
-
-void lightRadiusChanged( const char* value ){
- if ( !string_parse_vector3( value, m_radius ) ) {
- m_radius = m_defaultRadius;
- }
- m_radiusTransformed = m_radius;
- m_changed();
- SceneChangeNotify();
-}
-typedef MemberCaller<Doom3LightRadius, void(const char*), &Doom3LightRadius::lightRadiusChanged> LightRadiusChangedCaller;
-
-void lightCenterChanged( const char* value ){
- m_useCenterKey = string_parse_vector3( value, m_center );
- if ( !m_useCenterKey ) {
- m_center = Vector3( 0, 0, 0 );
- }
- SceneChangeNotify();
-}
-typedef MemberCaller<Doom3LightRadius, void(const char*), &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
+ Vector3 m_defaultRadius;
+ Vector3 m_radius;
+ Vector3 m_radiusTransformed;
+ Vector3 m_center;
+ Callback<void()> m_changed;
+ bool m_useCenterKey;
+
+ Doom3LightRadius(const char *defaultRadius) : m_defaultRadius(300, 300, 300), m_center(0, 0, 0),
+ m_useCenterKey(false)
+ {
+ if (!string_parse_vector3(defaultRadius, m_defaultRadius)) {
+ globalErrorStream() << "Doom3LightRadius: failed to parse default light radius\n";
+ }
+ m_radius = m_defaultRadius;
+ }
+
+ void lightRadiusChanged(const char *value)
+ {
+ if (!string_parse_vector3(value, m_radius)) {
+ m_radius = m_defaultRadius;
+ }
+ m_radiusTransformed = m_radius;
+ m_changed();
+ SceneChangeNotify();
+ }
+
+ typedef MemberCaller<Doom3LightRadius, void(
+ const char *), &Doom3LightRadius::lightRadiusChanged> LightRadiusChangedCaller;
+
+ void lightCenterChanged(const char *value)
+ {
+ m_useCenterKey = string_parse_vector3(value, m_center);
+ if (!m_useCenterKey) {
+ m_center = Vector3(0, 0, 0);
+ }
+ SceneChangeNotify();
+ }
+
+ typedef MemberCaller<Doom3LightRadius, void(
+ const char *), &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
};
-class RenderLightRadiiWire : public OpenGLRenderable
-{
-LightRadii& m_radii;
-const Vector3& m_origin;
+class RenderLightRadiiWire : public OpenGLRenderable {
+ LightRadii &m_radii;
+ const Vector3 &m_origin;
public:
-RenderLightRadiiWire( LightRadii& radii, const Vector3& origin ) : m_radii( radii ), m_origin( origin ){
-}
-void render( RenderStateFlags state ) const {
- light_draw_radius_wire( m_origin, m_radii.m_radii );
-}
+ RenderLightRadiiWire(LightRadii &radii, const Vector3 &origin) : m_radii(radii), m_origin(origin)
+ {
+ }
+
+ void render(RenderStateFlags state) const
+ {
+ light_draw_radius_wire(m_origin, m_radii.m_radii);
+ }
};
-class RenderLightRadiiFill : public OpenGLRenderable
-{
-LightRadii& m_radii;
-const Vector3& m_origin;
+class RenderLightRadiiFill : public OpenGLRenderable {
+ LightRadii &m_radii;
+ const Vector3 &m_origin;
public:
-static Shader* m_state;
+ static Shader *m_state;
-RenderLightRadiiFill( LightRadii& radii, const Vector3& origin ) : m_radii( radii ), m_origin( origin ){
-}
-void render( RenderStateFlags state ) const {
- light_draw_radius_fill( m_origin, m_radii.m_radii );
-}
+ RenderLightRadiiFill(LightRadii &radii, const Vector3 &origin) : m_radii(radii), m_origin(origin)
+ {
+ }
+
+ void render(RenderStateFlags state) const
+ {
+ light_draw_radius_fill(m_origin, m_radii.m_radii);
+ }
};
-class RenderLightRadiiBox : public OpenGLRenderable
-{
-const Vector3& m_origin;
+class RenderLightRadiiBox : public OpenGLRenderable {
+ const Vector3 &m_origin;
public:
-mutable Vector3 m_points[8];
-static Shader* m_state;
-
-RenderLightRadiiBox( const Vector3& origin ) : m_origin( origin ){
-}
-void render( RenderStateFlags state ) const {
- //draw the bounding box of light based on light_radius key
- if ( ( state & RENDER_FILL ) != 0 ) {
- aabb_draw_flatshade( m_points );
- }
- else
- {
- aabb_draw_wire( m_points );
- }
-
- #if 1 //disable if you dont want lines going from the center of the light bbox to the corners
- light_draw_box_lines( m_origin, m_points );
- #endif
-}
+ mutable Vector3 m_points[8];
+ static Shader *m_state;
+
+ RenderLightRadiiBox(const Vector3 &origin) : m_origin(origin)
+ {
+ }
+
+ void render(RenderStateFlags state) const
+ {
+ //draw the bounding box of light based on light_radius key
+ if ((state & RENDER_FILL) != 0) {
+ aabb_draw_flatshade(m_points);
+ } else {
+ aabb_draw_wire(m_points);
+ }
+
+#if 1 //disable if you dont want lines going from the center of the light bbox to the corners
+ light_draw_box_lines(m_origin, m_points);
+#endif
+ }
};
-Shader* RenderLightRadiiFill::m_state = 0;
+Shader *RenderLightRadiiFill::m_state = 0;
-class RenderLightCenter : public OpenGLRenderable
-{
-const Vector3& m_center;
-EntityClass& m_eclass;
+class RenderLightCenter : public OpenGLRenderable {
+ const Vector3 &m_center;
+ EntityClass &m_eclass;
public:
-static Shader* m_state;
-
-RenderLightCenter( const Vector3& center, EntityClass& eclass ) : m_center( center ), m_eclass( eclass ){
-}
-void render( RenderStateFlags state ) const {
- glBegin( GL_POINTS );
- glColor3fv( vector3_to_array( m_eclass.color ) );
- glVertex3fv( vector3_to_array( m_center ) );
- glEnd();
-}
+ static Shader *m_state;
+
+ RenderLightCenter(const Vector3 ¢er, EntityClass &eclass) : m_center(center), m_eclass(eclass)
+ {
+ }
+
+ void render(RenderStateFlags state) const
+ {
+ glBegin(GL_POINTS);
+ glColor3fv(vector3_to_array(m_eclass.color));
+ glVertex3fv(vector3_to_array(m_center));
+ glEnd();
+ }
};
-Shader* RenderLightCenter::m_state = 0;
+Shader *RenderLightCenter::m_state = 0;
-class RenderLightProjection : public OpenGLRenderable
-{
-const Matrix4& m_projection;
+class RenderLightProjection : public OpenGLRenderable {
+ const Matrix4 &m_projection;
public:
-RenderLightProjection( const Matrix4& projection ) : m_projection( projection ){
-}
-void render( RenderStateFlags state ) const {
- Matrix4 unproject( matrix4_full_inverse( m_projection ) );
- Vector3 points[8];
- aabb_corners( AABB( Vector3( 0.5f, 0.5f, 0.5f ), Vector3( 0.5f, 0.5f, 0.5f ) ), points );
- points[0] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[0], 1 ) ) );
- points[1] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[1], 1 ) ) );
- points[2] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[2], 1 ) ) );
- points[3] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[3], 1 ) ) );
- points[4] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[4], 1 ) ) );
- points[5] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[5], 1 ) ) );
- points[6] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[6], 1 ) ) );
- points[7] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[7], 1 ) ) );
+ RenderLightProjection(const Matrix4 &projection) : m_projection(projection)
+ {
+ }
+
+ void render(RenderStateFlags state) const
+ {
+ Matrix4 unproject(matrix4_full_inverse(m_projection));
+ Vector3 points[8];
+ aabb_corners(AABB(Vector3(0.5f, 0.5f, 0.5f), Vector3(0.5f, 0.5f, 0.5f)), points);
+ points[0] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[0], 1)));
+ points[1] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[1], 1)));
+ points[2] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[2], 1)));
+ points[3] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[3], 1)));
+ points[4] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[4], 1)));
+ points[5] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[5], 1)));
+ points[6] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[6], 1)));
+ points[7] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[7], 1)));
// Vector4 test1 = matrix4_transformed_vector4( unproject, Vector4( 0.5f, 0.5f, 0.5f, 1 ) );
// Vector3 test2 = vector4_projected( test1 );
- aabb_draw_wire( points );
-}
+ aabb_draw_wire(points);
+ }
};
-inline void default_extents( Vector3& extents ){
- extents = Vector3( 8, 8, 8 );
-}
-
-class ShaderRef
+inline void default_extents(Vector3 &extents)
{
-CopiedString m_name;
-Shader* m_shader;
-void capture(){
- m_shader = GlobalShaderCache().capture( m_name.c_str() );
-}
-void release(){
- GlobalShaderCache().release( m_name.c_str() );
+ extents = Vector3(8, 8, 8);
}
+
+class ShaderRef {
+ CopiedString m_name;
+ Shader *m_shader;
+
+ void capture()
+ {
+ m_shader = GlobalShaderCache().capture(m_name.c_str());
+ }
+
+ void release()
+ {
+ GlobalShaderCache().release(m_name.c_str());
+ }
+
public:
-ShaderRef(){
- capture();
-}
-~ShaderRef(){
- release();
-}
-void setName( const char* name ){
- release();
- m_name = name;
- capture();
-}
-Shader* get() const {
- return m_shader;
-}
+ ShaderRef()
+ {
+ capture();
+ }
+
+ ~ShaderRef()
+ {
+ release();
+ }
+
+ void setName(const char *name)
+ {
+ release();
+ m_name = name;
+ capture();
+ }
+
+ Shader *get() const
+ {
+ return m_shader;
+ }
};
-class LightShader
-{
-ShaderRef m_shader;
-void setDefault(){
- m_shader.setName( m_defaultShader );
-}
-public:
-static const char* m_defaultShader;
+class LightShader {
+ ShaderRef m_shader;
-LightShader(){
- setDefault();
-}
-void valueChanged( const char* value ){
- if ( string_empty( value ) ) {
- setDefault();
- }
- else
- {
- m_shader.setName( value );
- }
- SceneChangeNotify();
-}
-typedef MemberCaller<LightShader, void(const char*), &LightShader::valueChanged> ValueChangedCaller;
+ void setDefault()
+ {
+ m_shader.setName(m_defaultShader);
+ }
-Shader* get() const {
- return m_shader.get();
-}
+public:
+ static const char *m_defaultShader;
+
+ LightShader()
+ {
+ setDefault();
+ }
+
+ void valueChanged(const char *value)
+ {
+ if (string_empty(value)) {
+ setDefault();
+ } else {
+ m_shader.setName(value);
+ }
+ SceneChangeNotify();
+ }
+
+ typedef MemberCaller<LightShader, void(const char *), &LightShader::valueChanged> ValueChangedCaller;
+
+ Shader *get() const
+ {
+ return m_shader.get();
+ }
};
-const char* LightShader::m_defaultShader = "";
+const char *LightShader::m_defaultShader = "";
-inline const BasicVector4<double>& plane3_to_vector4( const Plane3& self ){
- return reinterpret_cast<const BasicVector4<double>&>( self );
+inline const BasicVector4<double> &plane3_to_vector4(const Plane3 &self)
+{
+ return reinterpret_cast<const BasicVector4<double> &>( self );
}
-inline BasicVector4<double>& plane3_to_vector4( Plane3& self ){
- return reinterpret_cast<BasicVector4<double>&>( self );
+inline BasicVector4<double> &plane3_to_vector4(Plane3 &self)
+{
+ return reinterpret_cast<BasicVector4<double> &>( self );
}
-inline Matrix4 matrix4_from_planes( const Plane3& left, const Plane3& right, const Plane3& bottom, const Plane3& top, const Plane3& front, const Plane3& back ){
- return Matrix4(
- ( right.a - left.a ) / 2,
- ( top.a - bottom.a ) / 2,
- ( back.a - front.a ) / 2,
- right.a - ( right.a - left.a ) / 2,
- ( right.b - left.b ) / 2,
- ( top.b - bottom.b ) / 2,
- ( back.b - front.b ) / 2,
- right.b - ( right.b - left.b ) / 2,
- ( right.c - left.c ) / 2,
- ( top.c - bottom.c ) / 2,
- ( back.c - front.c ) / 2,
- right.c - ( right.c - left.c ) / 2,
- ( right.d - left.d ) / 2,
- ( top.d - bottom.d ) / 2,
- ( back.d - front.d ) / 2,
- right.d - ( right.d - left.d ) / 2
- );
+inline Matrix4 matrix4_from_planes(const Plane3 &left, const Plane3 &right, const Plane3 &bottom, const Plane3 &top,
+ const Plane3 &front, const Plane3 &back)
+{
+ return Matrix4(
+ (right.a - left.a) / 2,
+ (top.a - bottom.a) / 2,
+ (back.a - front.a) / 2,
+ right.a - (right.a - left.a) / 2,
+ (right.b - left.b) / 2,
+ (top.b - bottom.b) / 2,
+ (back.b - front.b) / 2,
+ right.b - (right.b - left.b) / 2,
+ (right.c - left.c) / 2,
+ (top.c - bottom.c) / 2,
+ (back.c - front.c) / 2,
+ right.c - (right.c - left.c) / 2,
+ (right.d - left.d) / 2,
+ (top.d - bottom.d) / 2,
+ (back.d - front.d) / 2,
+ right.d - (right.d - left.d) / 2
+ );
}
class Light :
- public OpenGLRenderable,
- public Cullable,
- public Bounded,
- public Editable,
- public Snappable
-{
-EntityKeyValues m_entity;
-KeyObserverMap m_keyObservers;
-TraversableNodeSet m_traverse;
-IdentityTransform m_transform;
-
-OriginKey m_originKey;
-RotationKey m_rotationKey;
-Float9 m_rotation;
-Colour m_colour;
-
-ClassnameFilter m_filter;
-NamedEntity m_named;
-NameKeys m_nameKeys;
-TraversableObserverPairRelay m_traverseObservers;
-Doom3GroupOrigin m_funcStaticOrigin;
-
-LightRadii m_radii;
-Doom3LightRadius m_doom3Radius;
-
-RenderLightRadiiWire m_radii_wire;
-RenderLightRadiiFill m_radii_fill;
-RenderLightRadiiBox m_radii_box;
-RenderLightCenter m_render_center;
-RenderableNamedEntity m_renderName;
-
-Vector3 m_lightOrigin;
-bool m_useLightOrigin;
-Float9 m_lightRotation;
-bool m_useLightRotation;
-
-Vector3 m_lightTarget;
-bool m_useLightTarget;
-Vector3 m_lightUp;
-bool m_useLightUp;
-Vector3 m_lightRight;
-bool m_useLightRight;
-Vector3 m_lightStart;
-bool m_useLightStart;
-Vector3 m_lightEnd;
-bool m_useLightEnd;
-
-mutable AABB m_doom3AABB;
-mutable Matrix4 m_doom3Rotation;
-mutable Matrix4 m_doom3Projection;
-mutable Frustum m_doom3Frustum;
-mutable bool m_doom3ProjectionChanged;
-
-RenderLightProjection m_renderProjection;
-
-LightShader m_shader;
-
-AABB m_aabb_light;
-
-Callback<void()> m_transformChanged;
-Callback<void()> m_boundsChanged;
-Callback<void()> m_evaluateTransform;
-
-void construct(){
- default_rotation( m_rotation );
- m_aabb_light.origin = Vector3( 0, 0, 0 );
- default_extents( m_aabb_light.extents );
-
- m_keyObservers.insert( "classname", ClassnameFilter::ClassnameChangedCaller( m_filter ) );
- m_keyObservers.insert( Static<KeyIsName>::instance().m_nameKey, NamedEntity::IdentifierChangedCaller( m_named ) );
- m_keyObservers.insert( "_color", Colour::ColourChangedCaller( m_colour ) );
- m_keyObservers.insert( "origin", OriginKey::OriginChangedCaller( m_originKey ) );
- m_keyObservers.insert( "_light", LightRadii::PrimaryIntensityChangedCaller( m_radii ) );
- m_keyObservers.insert( "light", LightRadii::SecondaryIntensityChangedCaller( m_radii ) );
- m_keyObservers.insert( "fade", LightRadii::FadeChangedCaller( m_radii ) );
- m_keyObservers.insert( "scale", LightRadii::ScaleChangedCaller( m_radii ) );
- m_keyObservers.insert( "spawnflags", LightRadii::FlagsChangedCaller( m_radii ) );
-
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- m_keyObservers.insert( "angle", RotationKey::AngleChangedCaller( m_rotationKey ) );
- m_keyObservers.insert( "rotation", RotationKey::RotationChangedCaller( m_rotationKey ) );
- m_keyObservers.insert( "light_radius", Doom3LightRadius::LightRadiusChangedCaller( m_doom3Radius ) );
- m_keyObservers.insert( "light_center", Doom3LightRadius::LightCenterChangedCaller( m_doom3Radius ) );
- m_keyObservers.insert( "light_origin", Light::LightOriginChangedCaller( *this ) );
- m_keyObservers.insert( "light_rotation", Light::LightRotationChangedCaller( *this ) );
- m_keyObservers.insert( "light_target", Light::LightTargetChangedCaller( *this ) );
- m_keyObservers.insert( "light_up", Light::LightUpChangedCaller( *this ) );
- m_keyObservers.insert( "light_right", Light::LightRightChangedCaller( *this ) );
- m_keyObservers.insert( "light_start", Light::LightStartChangedCaller( *this ) );
- m_keyObservers.insert( "light_end", Light::LightEndChangedCaller( *this ) );
- m_keyObservers.insert( "texture", LightShader::ValueChangedCaller( m_shader ) );
- m_useLightTarget = m_useLightUp = m_useLightRight = m_useLightStart = m_useLightEnd = false;
- m_doom3ProjectionChanged = true;
- }
-
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- m_traverse.attach( &m_traverseObservers );
- m_traverseObservers.attach( m_funcStaticOrigin );
-
- m_entity.m_isContainer = true;
- }
-}
-void destroy(){
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- m_traverseObservers.detach( m_funcStaticOrigin );
- m_traverse.detach( &m_traverseObservers );
- }
-}
+ public OpenGLRenderable,
+ public Cullable,
+ public Bounded,
+ public Editable,
+ public Snappable {
+ EntityKeyValues m_entity;
+ KeyObserverMap m_keyObservers;
+ TraversableNodeSet m_traverse;
+ IdentityTransform m_transform;
+
+ OriginKey m_originKey;
+ RotationKey m_rotationKey;
+ Float9 m_rotation;
+ Colour m_colour;
+
+ ClassnameFilter m_filter;
+ NamedEntity m_named;
+ NameKeys m_nameKeys;
+ TraversableObserverPairRelay m_traverseObservers;
+ Doom3GroupOrigin m_funcStaticOrigin;
+
+ LightRadii m_radii;
+ Doom3LightRadius m_doom3Radius;
+
+ RenderLightRadiiWire m_radii_wire;
+ RenderLightRadiiFill m_radii_fill;
+ RenderLightRadiiBox m_radii_box;
+ RenderLightCenter m_render_center;
+ RenderableNamedEntity m_renderName;
+
+ Vector3 m_lightOrigin;
+ bool m_useLightOrigin;
+ Float9 m_lightRotation;
+ bool m_useLightRotation;
+
+ Vector3 m_lightTarget;
+ bool m_useLightTarget;
+ Vector3 m_lightUp;
+ bool m_useLightUp;
+ Vector3 m_lightRight;
+ bool m_useLightRight;
+ Vector3 m_lightStart;
+ bool m_useLightStart;
+ Vector3 m_lightEnd;
+ bool m_useLightEnd;
+
+ mutable AABB m_doom3AABB;
+ mutable Matrix4 m_doom3Rotation;
+ mutable Matrix4 m_doom3Projection;
+ mutable Frustum m_doom3Frustum;
+ mutable bool m_doom3ProjectionChanged;
+
+ RenderLightProjection m_renderProjection;
+
+ LightShader m_shader;
+
+ AABB m_aabb_light;
+
+ Callback<void()> m_transformChanged;
+ Callback<void()> m_boundsChanged;
+ Callback<void()> m_evaluateTransform;
+
+ void construct()
+ {
+ default_rotation(m_rotation);
+ m_aabb_light.origin = Vector3(0, 0, 0);
+ default_extents(m_aabb_light.extents);
+
+ m_keyObservers.insert("classname", ClassnameFilter::ClassnameChangedCaller(m_filter));
+ m_keyObservers.insert(Static<KeyIsName>::instance().m_nameKey, NamedEntity::IdentifierChangedCaller(m_named));
+ m_keyObservers.insert("_color", Colour::ColourChangedCaller(m_colour));
+ m_keyObservers.insert("origin", OriginKey::OriginChangedCaller(m_originKey));
+ m_keyObservers.insert("_light", LightRadii::PrimaryIntensityChangedCaller(m_radii));
+ m_keyObservers.insert("light", LightRadii::SecondaryIntensityChangedCaller(m_radii));
+ m_keyObservers.insert("fade", LightRadii::FadeChangedCaller(m_radii));
+ m_keyObservers.insert("scale", LightRadii::ScaleChangedCaller(m_radii));
+ m_keyObservers.insert("spawnflags", LightRadii::FlagsChangedCaller(m_radii));
+
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ m_keyObservers.insert("angle", RotationKey::AngleChangedCaller(m_rotationKey));
+ m_keyObservers.insert("rotation", RotationKey::RotationChangedCaller(m_rotationKey));
+ m_keyObservers.insert("light_radius", Doom3LightRadius::LightRadiusChangedCaller(m_doom3Radius));
+ m_keyObservers.insert("light_center", Doom3LightRadius::LightCenterChangedCaller(m_doom3Radius));
+ m_keyObservers.insert("light_origin", Light::LightOriginChangedCaller(*this));
+ m_keyObservers.insert("light_rotation", Light::LightRotationChangedCaller(*this));
+ m_keyObservers.insert("light_target", Light::LightTargetChangedCaller(*this));
+ m_keyObservers.insert("light_up", Light::LightUpChangedCaller(*this));
+ m_keyObservers.insert("light_right", Light::LightRightChangedCaller(*this));
+ m_keyObservers.insert("light_start", Light::LightStartChangedCaller(*this));
+ m_keyObservers.insert("light_end", Light::LightEndChangedCaller(*this));
+ m_keyObservers.insert("texture", LightShader::ValueChangedCaller(m_shader));
+ m_useLightTarget = m_useLightUp = m_useLightRight = m_useLightStart = m_useLightEnd = false;
+ m_doom3ProjectionChanged = true;
+ }
+
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ m_traverse.attach(&m_traverseObservers);
+ m_traverseObservers.attach(m_funcStaticOrigin);
+
+ m_entity.m_isContainer = true;
+ }
+ }
+
+ void destroy()
+ {
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ m_traverseObservers.detach(m_funcStaticOrigin);
+ m_traverse.detach(&m_traverseObservers);
+ }
+ }
// vc 2k5 compiler fix
#if _MSC_VER >= 1400
-public:
+ public:
#endif
-void updateOrigin(){
- m_boundsChanged();
-
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- m_funcStaticOrigin.originChanged();
- }
-
- m_doom3Radius.m_changed();
-
- GlobalSelectionSystem().pivotChanged();
-}
-
-void originChanged(){
- m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
- updateOrigin();
-}
-typedef MemberCaller<Light, void(), &Light::originChanged> OriginChangedCaller;
-
-void lightOriginChanged( const char* value ){
- m_useLightOrigin = !string_empty( value );
- if ( m_useLightOrigin ) {
- read_origin( m_lightOrigin, value );
- }
- originChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightOriginChanged> LightOriginChangedCaller;
-
-void lightTargetChanged( const char* value ){
- m_useLightTarget = !string_empty( value );
- if ( m_useLightTarget ) {
- read_origin( m_lightTarget, value );
- }
- projectionChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightTargetChanged> LightTargetChangedCaller;
-void lightUpChanged( const char* value ){
- m_useLightUp = !string_empty( value );
- if ( m_useLightUp ) {
- read_origin( m_lightUp, value );
- }
- projectionChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightUpChanged> LightUpChangedCaller;
-void lightRightChanged( const char* value ){
- m_useLightRight = !string_empty( value );
- if ( m_useLightRight ) {
- read_origin( m_lightRight, value );
- }
- projectionChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightRightChanged> LightRightChangedCaller;
-void lightStartChanged( const char* value ){
- m_useLightStart = !string_empty( value );
- if ( m_useLightStart ) {
- read_origin( m_lightStart, value );
- }
- projectionChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightStartChanged> LightStartChangedCaller;
-void lightEndChanged( const char* value ){
- m_useLightEnd = !string_empty( value );
- if ( m_useLightEnd ) {
- read_origin( m_lightEnd, value );
- }
- projectionChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightEndChanged> LightEndChangedCaller;
-
-void writeLightOrigin(){
- write_origin( m_lightOrigin, &m_entity, "light_origin" );
-}
-
-void updateLightRadiiBox() const {
- const Matrix4& rotation = rotation_toMatrix( m_rotation );
- aabb_corners( AABB( Vector3( 0, 0, 0 ), m_doom3Radius.m_radiusTransformed ), m_radii_box.m_points );
- matrix4_transform_point( rotation, m_radii_box.m_points[0] );
- vector3_add( m_radii_box.m_points[0], m_aabb_light.origin );
- matrix4_transform_point( rotation, m_radii_box.m_points[1] );
- vector3_add( m_radii_box.m_points[1], m_aabb_light.origin );
- matrix4_transform_point( rotation, m_radii_box.m_points[2] );
- vector3_add( m_radii_box.m_points[2], m_aabb_light.origin );
- matrix4_transform_point( rotation, m_radii_box.m_points[3] );
- vector3_add( m_radii_box.m_points[3], m_aabb_light.origin );
- matrix4_transform_point( rotation, m_radii_box.m_points[4] );
- vector3_add( m_radii_box.m_points[4], m_aabb_light.origin );
- matrix4_transform_point( rotation, m_radii_box.m_points[5] );
- vector3_add( m_radii_box.m_points[5], m_aabb_light.origin );
- matrix4_transform_point( rotation, m_radii_box.m_points[6] );
- vector3_add( m_radii_box.m_points[6], m_aabb_light.origin );
- matrix4_transform_point( rotation, m_radii_box.m_points[7] );
- vector3_add( m_radii_box.m_points[7], m_aabb_light.origin );
-}
-
-void rotationChanged(){
- rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
- GlobalSelectionSystem().pivotChanged();
-}
-typedef MemberCaller<Light, void(), &Light::rotationChanged> RotationChangedCaller;
-
-void lightRotationChanged( const char* value ){
- m_useLightRotation = !string_empty( value );
- if ( m_useLightRotation ) {
- read_rotation( m_lightRotation, value );
- }
- rotationChanged();
-}
-typedef MemberCaller<Light, void(const char*), &Light::lightRotationChanged> LightRotationChangedCaller;
+ void updateOrigin()
+ {
+ m_boundsChanged();
+
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ m_funcStaticOrigin.originChanged();
+ }
+
+ m_doom3Radius.m_changed();
+
+ GlobalSelectionSystem().pivotChanged();
+ }
+
+ void originChanged()
+ {
+ m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
+ updateOrigin();
+ }
+
+ typedef MemberCaller<Light, void(), &Light::originChanged> OriginChangedCaller;
+
+ void lightOriginChanged(const char *value)
+ {
+ m_useLightOrigin = !string_empty(value);
+ if (m_useLightOrigin) {
+ read_origin(m_lightOrigin, value);
+ }
+ originChanged();
+ }
+
+ typedef MemberCaller<Light, void(const char *), &Light::lightOriginChanged> LightOriginChangedCaller;
+
+ void lightTargetChanged(const char *value)
+ {
+ m_useLightTarget = !string_empty(value);
+ if (m_useLightTarget) {
+ read_origin(m_lightTarget, value);
+ }
+ projectionChanged();
+ }
+
+ typedef MemberCaller<Light, void(const char *), &Light::lightTargetChanged> LightTargetChangedCaller;
+
+ void lightUpChanged(const char *value)
+ {
+ m_useLightUp = !string_empty(value);
+ if (m_useLightUp) {
+ read_origin(m_lightUp, value);
+ }
+ projectionChanged();
+ }
+
+ typedef MemberCaller<Light, void(const char *), &Light::lightUpChanged> LightUpChangedCaller;
+
+ void lightRightChanged(const char *value)
+ {
+ m_useLightRight = !string_empty(value);
+ if (m_useLightRight) {
+ read_origin(m_lightRight, value);
+ }
+ projectionChanged();
+ }
+
+ typedef MemberCaller<Light, void(const char *), &Light::lightRightChanged> LightRightChangedCaller;
+
+ void lightStartChanged(const char *value)
+ {
+ m_useLightStart = !string_empty(value);
+ if (m_useLightStart) {
+ read_origin(m_lightStart, value);
+ }
+ projectionChanged();
+ }
+
+ typedef MemberCaller<Light, void(const char *), &Light::lightStartChanged> LightStartChangedCaller;
+
+ void lightEndChanged(const char *value)
+ {
+ m_useLightEnd = !string_empty(value);
+ if (m_useLightEnd) {
+ read_origin(m_lightEnd, value);
+ }
+ projectionChanged();
+ }
+
+ typedef MemberCaller<Light, void(const char *), &Light::lightEndChanged> LightEndChangedCaller;
+
+ void writeLightOrigin()
+ {
+ write_origin(m_lightOrigin, &m_entity, "light_origin");
+ }
+
+ void updateLightRadiiBox() const
+ {
+ const Matrix4 &rotation = rotation_toMatrix(m_rotation);
+ aabb_corners(AABB(Vector3(0, 0, 0), m_doom3Radius.m_radiusTransformed), m_radii_box.m_points);
+ matrix4_transform_point(rotation, m_radii_box.m_points[0]);
+ vector3_add(m_radii_box.m_points[0], m_aabb_light.origin);
+ matrix4_transform_point(rotation, m_radii_box.m_points[1]);
+ vector3_add(m_radii_box.m_points[1], m_aabb_light.origin);
+ matrix4_transform_point(rotation, m_radii_box.m_points[2]);
+ vector3_add(m_radii_box.m_points[2], m_aabb_light.origin);
+ matrix4_transform_point(rotation, m_radii_box.m_points[3]);
+ vector3_add(m_radii_box.m_points[3], m_aabb_light.origin);
+ matrix4_transform_point(rotation, m_radii_box.m_points[4]);
+ vector3_add(m_radii_box.m_points[4], m_aabb_light.origin);
+ matrix4_transform_point(rotation, m_radii_box.m_points[5]);
+ vector3_add(m_radii_box.m_points[5], m_aabb_light.origin);
+ matrix4_transform_point(rotation, m_radii_box.m_points[6]);
+ vector3_add(m_radii_box.m_points[6], m_aabb_light.origin);
+ matrix4_transform_point(rotation, m_radii_box.m_points[7]);
+ vector3_add(m_radii_box.m_points[7], m_aabb_light.origin);
+ }
+
+ void rotationChanged()
+ {
+ rotation_assign(m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation);
+ GlobalSelectionSystem().pivotChanged();
+ }
+
+ typedef MemberCaller<Light, void(), &Light::rotationChanged> RotationChangedCaller;
+
+ void lightRotationChanged(const char *value)
+ {
+ m_useLightRotation = !string_empty(value);
+ if (m_useLightRotation) {
+ read_rotation(m_lightRotation, value);
+ }
+ rotationChanged();
+ }
+
+ typedef MemberCaller<Light, void(const char *), &Light::lightRotationChanged> LightRotationChangedCaller;
public:
-Light( EntityClass* eclass, scene::Node& node, const Callback<void()>& transformChanged, const Callback<void()>& boundsChanged, const Callback<void()>& evaluateTransform ) :
- m_entity( eclass ),
- m_originKey( OriginChangedCaller( *this ) ),
- m_rotationKey( RotationChangedCaller( *this ) ),
- m_colour( Callback<void()>() ),
- m_filter( m_entity, node ),
- m_named( m_entity ),
- m_nameKeys( m_entity ),
- m_funcStaticOrigin( m_traverse, m_originKey.m_origin ),
- m_doom3Radius( EntityClass_valueForKey( m_entity.getEntityClass(), "light_radius" ) ),
- m_radii_wire( m_radii, m_aabb_light.origin ),
- m_radii_fill( m_radii, m_aabb_light.origin ),
- m_radii_box( m_aabb_light.origin ),
- m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
- m_renderName( m_named, m_aabb_light.origin ),
- m_useLightOrigin( false ),
- m_useLightRotation( false ),
- m_renderProjection( m_doom3Projection ),
- m_transformChanged( transformChanged ),
- m_boundsChanged( boundsChanged ),
- m_evaluateTransform( evaluateTransform ){
- construct();
-}
-Light( const Light& other, scene::Node& node, const Callback<void()>& transformChanged, const Callback<void()>& boundsChanged, const Callback<void()>& evaluateTransform ) :
- m_entity( other.m_entity ),
- m_originKey( OriginChangedCaller( *this ) ),
- m_rotationKey( RotationChangedCaller( *this ) ),
- m_colour( Callback<void()>() ),
- m_filter( m_entity, node ),
- m_named( m_entity ),
- m_nameKeys( m_entity ),
- m_funcStaticOrigin( m_traverse, m_originKey.m_origin ),
- m_doom3Radius( EntityClass_valueForKey( m_entity.getEntityClass(), "light_radius" ) ),
- m_radii_wire( m_radii, m_aabb_light.origin ),
- m_radii_fill( m_radii, m_aabb_light.origin ),
- m_radii_box( m_aabb_light.origin ),
- m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
- m_renderName( m_named, m_aabb_light.origin ),
- m_useLightOrigin( false ),
- m_useLightRotation( false ),
- m_renderProjection( m_doom3Projection ),
- m_transformChanged( transformChanged ),
- m_boundsChanged( boundsChanged ),
- m_evaluateTransform( evaluateTransform ){
- construct();
-}
-~Light(){
- destroy();
-}
-
-InstanceCounter m_instanceCounter;
-void instanceAttach( const scene::Path& path ){
- if ( ++m_instanceCounter.m_count == 1 ) {
- m_filter.instanceAttach();
- m_entity.instanceAttach( path_find_mapfile( path.begin(), path.end() ) );
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- m_traverse.instanceAttach( path_find_mapfile( path.begin(), path.end() ) );
- }
- m_entity.attach( m_keyObservers );
-
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- m_funcStaticOrigin.enable();
- }
- }
-}
-void instanceDetach( const scene::Path& path ){
- if ( --m_instanceCounter.m_count == 0 ) {
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- m_funcStaticOrigin.disable();
- }
-
- m_entity.detach( m_keyObservers );
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- m_traverse.instanceDetach( path_find_mapfile( path.begin(), path.end() ) );
- }
- m_entity.instanceDetach( path_find_mapfile( path.begin(), path.end() ) );
- m_filter.instanceDetach();
- }
-}
-
-EntityKeyValues& getEntity(){
- return m_entity;
-}
-const EntityKeyValues& getEntity() const {
- return m_entity;
-}
-
-scene::Traversable& getTraversable(){
- return m_traverse;
-}
-Namespaced& getNamespaced(){
- return m_nameKeys;
-}
-Nameable& getNameable(){
- return m_named;
-}
-TransformNode& getTransformNode(){
- return m_transform;
-}
-
-void attach( scene::Traversable::Observer* observer ){
- m_traverseObservers.attach( *observer );
-}
-void detach( scene::Traversable::Observer* observer ){
- m_traverseObservers.detach( *observer );
-}
-
-void render( RenderStateFlags state ) const {
- if ( !g_newLightDraw ) {
- aabb_draw( m_aabb_light, state );
- }
- else
- {
- light_draw( m_aabb_light, state );
- }
-}
-
-VolumeIntersectionValue intersectVolume( const VolumeTest& volume, const Matrix4& localToWorld ) const {
- return volume.TestAABB( m_aabb_light, localToWorld );
-}
+ Light(EntityClass *eclass, scene::Node &node, const Callback<void()> &transformChanged,
+ const Callback<void()> &boundsChanged, const Callback<void()> &evaluateTransform) :
+ m_entity(eclass),
+ m_originKey(OriginChangedCaller(*this)),
+ m_rotationKey(RotationChangedCaller(*this)),
+ m_colour(Callback<void()>()),
+ m_filter(m_entity, node),
+ m_named(m_entity),
+ m_nameKeys(m_entity),
+ m_funcStaticOrigin(m_traverse, m_originKey.m_origin),
+ m_doom3Radius(EntityClass_valueForKey(m_entity.getEntityClass(), "light_radius")),
+ m_radii_wire(m_radii, m_aabb_light.origin),
+ m_radii_fill(m_radii, m_aabb_light.origin),
+ m_radii_box(m_aabb_light.origin),
+ m_render_center(m_doom3Radius.m_center, m_entity.getEntityClass()),
+ m_renderName(m_named, m_aabb_light.origin),
+ m_useLightOrigin(false),
+ m_useLightRotation(false),
+ m_renderProjection(m_doom3Projection),
+ m_transformChanged(transformChanged),
+ m_boundsChanged(boundsChanged),
+ m_evaluateTransform(evaluateTransform)
+ {
+ construct();
+ }
+
+ Light(const Light &other, scene::Node &node, const Callback<void()> &transformChanged,
+ const Callback<void()> &boundsChanged, const Callback<void()> &evaluateTransform) :
+ m_entity(other.m_entity),
+ m_originKey(OriginChangedCaller(*this)),
+ m_rotationKey(RotationChangedCaller(*this)),
+ m_colour(Callback<void()>()),
+ m_filter(m_entity, node),
+ m_named(m_entity),
+ m_nameKeys(m_entity),
+ m_funcStaticOrigin(m_traverse, m_originKey.m_origin),
+ m_doom3Radius(EntityClass_valueForKey(m_entity.getEntityClass(), "light_radius")),
+ m_radii_wire(m_radii, m_aabb_light.origin),
+ m_radii_fill(m_radii, m_aabb_light.origin),
+ m_radii_box(m_aabb_light.origin),
+ m_render_center(m_doom3Radius.m_center, m_entity.getEntityClass()),
+ m_renderName(m_named, m_aabb_light.origin),
+ m_useLightOrigin(false),
+ m_useLightRotation(false),
+ m_renderProjection(m_doom3Projection),
+ m_transformChanged(transformChanged),
+ m_boundsChanged(boundsChanged),
+ m_evaluateTransform(evaluateTransform)
+ {
+ construct();
+ }
+
+ ~Light()
+ {
+ destroy();
+ }
+
+ InstanceCounter m_instanceCounter;
+
+ void instanceAttach(const scene::Path &path)
+ {
+ if (++m_instanceCounter.m_count == 1) {
+ m_filter.instanceAttach();
+ m_entity.instanceAttach(path_find_mapfile(path.begin(), path.end()));
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ m_traverse.instanceAttach(path_find_mapfile(path.begin(), path.end()));
+ }
+ m_entity.attach(m_keyObservers);
+
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ m_funcStaticOrigin.enable();
+ }
+ }
+ }
+
+ void instanceDetach(const scene::Path &path)
+ {
+ if (--m_instanceCounter.m_count == 0) {
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ m_funcStaticOrigin.disable();
+ }
+
+ m_entity.detach(m_keyObservers);
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ m_traverse.instanceDetach(path_find_mapfile(path.begin(), path.end()));
+ }
+ m_entity.instanceDetach(path_find_mapfile(path.begin(), path.end()));
+ m_filter.instanceDetach();
+ }
+ }
+
+ EntityKeyValues &getEntity()
+ {
+ return m_entity;
+ }
+
+ const EntityKeyValues &getEntity() const
+ {
+ return m_entity;
+ }
+
+ scene::Traversable &getTraversable()
+ {
+ return m_traverse;
+ }
+
+ Namespaced &getNamespaced()
+ {
+ return m_nameKeys;
+ }
+
+ Nameable &getNameable()
+ {
+ return m_named;
+ }
+
+ TransformNode &getTransformNode()
+ {
+ return m_transform;
+ }
+
+ void attach(scene::Traversable::Observer *observer)
+ {
+ m_traverseObservers.attach(*observer);
+ }
+
+ void detach(scene::Traversable::Observer *observer)
+ {
+ m_traverseObservers.detach(*observer);
+ }
+
+ void render(RenderStateFlags state) const
+ {
+ if (!g_newLightDraw) {
+ aabb_draw(m_aabb_light, state);
+ } else {
+ light_draw(m_aabb_light, state);
+ }
+ }
+
+ VolumeIntersectionValue intersectVolume(const VolumeTest &volume, const Matrix4 &localToWorld) const
+ {
+ return volume.TestAABB(m_aabb_light, localToWorld);
+ }
// cache
-const AABB& localAABB() const {
- return m_aabb_light;
-}
-
-
-mutable Matrix4 m_projectionOrientation;
-
-void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected ) const {
- renderer.SetState( m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly );
- renderer.SetState( m_colour.state(), Renderer::eFullMaterials );
- renderer.addRenderable( *this, localToWorld );
-
- if ( selected && g_lightRadii && string_empty( m_entity.getKeyValue( "target" ) ) ) {
- if ( renderer.getStyle() == Renderer::eFullMaterials ) {
- renderer.SetState( RenderLightRadiiFill::m_state, Renderer::eFullMaterials );
- renderer.Highlight( Renderer::ePrimitive, false );
- renderer.addRenderable( m_radii_fill, localToWorld );
- }
- else
- {
- renderer.addRenderable( m_radii_wire, localToWorld );
- }
- }
-
- renderer.SetState( m_entity.getEntityClass().m_state_wire, Renderer::eFullMaterials );
-
- if ( g_lightType == LIGHTTYPE_DOOM3 && selected ) {
- if ( isProjected() ) {
- projection();
- m_projectionOrientation = rotation();
- vector4_to_vector3( m_projectionOrientation.t() ) = localAABB().origin;
- renderer.addRenderable( m_renderProjection, m_projectionOrientation );
- }
- else
- {
- updateLightRadiiBox();
- renderer.addRenderable( m_radii_box, localToWorld );
- }
-
- //draw the center of the light
- if ( m_doom3Radius.m_useCenterKey ) {
- renderer.Highlight( Renderer::ePrimitive, false );
- renderer.Highlight( Renderer::eFace, false );
- renderer.SetState( m_render_center.m_state, Renderer::eFullMaterials );
- renderer.SetState( m_render_center.m_state, Renderer::eWireframeOnly );
- renderer.addRenderable( m_render_center, localToWorld );
- }
- }
-}
-void renderWireframe( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected ) const {
- renderSolid( renderer, volume, localToWorld, selected );
- if ( g_showNames ) {
- renderer.addRenderable( m_renderName, localToWorld );
- }
-}
-
-void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){
- test.BeginMesh( localToWorld );
-
- SelectionIntersection best;
- aabb_testselect( m_aabb_light, test, best );
- if ( best.valid() ) {
- selector.addIntersection( best );
- }
-}
-
-void translate( const Vector3& translation ){
- m_aabb_light.origin = origin_translated( m_aabb_light.origin, translation );
-}
-void rotate( const Quaternion& rotation ){
- rotation_rotate( m_rotation, rotation );
-}
-void snapto( float snap ){
- if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
- m_useLightOrigin = true;
- m_lightOrigin = m_originKey.m_origin;
- }
-
- if ( m_useLightOrigin ) {
- m_lightOrigin = origin_snapped( m_lightOrigin, snap );
- writeLightOrigin();
- }
- else
- {
- m_originKey.m_origin = origin_snapped( m_originKey.m_origin, snap );
- m_originKey.write( &m_entity );
- }
-}
-void setLightRadius( const AABB& aabb ){
- m_aabb_light.origin = aabb.origin;
- m_doom3Radius.m_radiusTransformed = aabb.extents;
-}
-void transformLightRadius( const Matrix4& transform ){
- matrix4_transform_point( transform, m_aabb_light.origin );
-}
-void revertTransform(){
- m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
- rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
- m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
-}
-void freezeTransform(){
- if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
- m_useLightOrigin = true;
- }
-
- if ( m_useLightOrigin ) {
- m_lightOrigin = m_aabb_light.origin;
- writeLightOrigin();
- }
- else
- {
- m_originKey.m_origin = m_aabb_light.origin;
- m_originKey.write( &m_entity );
- }
-
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- if ( !m_useLightRotation && !m_traverse.empty() ) {
- m_useLightRotation = true;
- }
-
- if ( m_useLightRotation ) {
- rotation_assign( m_lightRotation, m_rotation );
- write_rotation( m_lightRotation, &m_entity, "light_rotation" );
- }
-
- rotation_assign( m_rotationKey.m_rotation, m_rotation );
- write_rotation( m_rotationKey.m_rotation, &m_entity );
-
- m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
- write_origin( m_doom3Radius.m_radius, &m_entity, "light_radius" );
- }
-}
-void transformChanged(){
- revertTransform();
- m_evaluateTransform();
- updateOrigin();
-}
-typedef MemberCaller<Light, void(), &Light::transformChanged> TransformChangedCaller;
-
-mutable Matrix4 m_localPivot;
-const Matrix4& getLocalPivot() const {
- m_localPivot = rotation_toMatrix( m_rotation );
- vector4_to_vector3( m_localPivot.t() ) = m_aabb_light.origin;
- return m_localPivot;
-}
-
-void setLightChangedCallback( const Callback<void()>& callback ){
- m_doom3Radius.m_changed = callback;
-}
-
-const AABB& aabb() const {
- m_doom3AABB = AABB( m_aabb_light.origin, m_doom3Radius.m_radiusTransformed );
- return m_doom3AABB;
-}
-bool testAABB( const AABB& other ) const {
- if ( isProjected() ) {
- Matrix4 transform = rotation();
- vector4_to_vector3( transform.t() ) = localAABB().origin;
- projection();
- Frustum frustum( frustum_transformed( m_doom3Frustum, transform ) );
- return frustum_test_aabb( frustum, other ) != c_volumeOutside;
- }
- // test against an AABB which contains the rotated bounds of this light.
- const AABB& bounds = aabb();
- return aabb_intersects_aabb( other, AABB(
- bounds.origin,
- Vector3(
- static_cast<float>( fabs( m_rotation[0] * bounds.extents[0] )
- + fabs( m_rotation[3] * bounds.extents[1] )
- + fabs( m_rotation[6] * bounds.extents[2] ) ),
- static_cast<float>( fabs( m_rotation[1] * bounds.extents[0] )
- + fabs( m_rotation[4] * bounds.extents[1] )
- + fabs( m_rotation[7] * bounds.extents[2] ) ),
- static_cast<float>( fabs( m_rotation[2] * bounds.extents[0] )
- + fabs( m_rotation[5] * bounds.extents[1] )
- + fabs( m_rotation[8] * bounds.extents[2] ) )
- )
- ) );
-}
-
-const Matrix4& rotation() const {
- m_doom3Rotation = rotation_toMatrix( m_rotation );
- return m_doom3Rotation;
-}
-const Vector3& offset() const {
- return m_doom3Radius.m_center;
-}
-const Vector3& colour() const {
- return m_colour.m_colour;
-}
-
-bool isProjected() const {
- return m_useLightTarget && m_useLightUp && m_useLightRight;
-}
-void projectionChanged(){
- m_doom3ProjectionChanged = true;
- m_doom3Radius.m_changed();
- SceneChangeNotify();
-}
-
-const Matrix4& projection() const {
- if ( !m_doom3ProjectionChanged ) {
- return m_doom3Projection;
- }
- m_doom3ProjectionChanged = false;
- m_doom3Projection = g_matrix4_identity;
- matrix4_translate_by_vec3( m_doom3Projection, Vector3( 0.5f, 0.5f, 0 ) );
- matrix4_scale_by_vec3( m_doom3Projection, Vector3( 0.5f, 0.5f, 1 ) );
+ const AABB &localAABB() const
+ {
+ return m_aabb_light;
+ }
+
+
+ mutable Matrix4 m_projectionOrientation;
+
+ void renderSolid(Renderer &renderer, const VolumeTest &volume, const Matrix4 &localToWorld, bool selected) const
+ {
+ renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly);
+ renderer.SetState(m_colour.state(), Renderer::eFullMaterials);
+ renderer.addRenderable(*this, localToWorld);
+
+ if (selected && g_lightRadii && string_empty(m_entity.getKeyValue("target"))) {
+ if (renderer.getStyle() == Renderer::eFullMaterials) {
+ renderer.SetState(RenderLightRadiiFill::m_state, Renderer::eFullMaterials);
+ renderer.Highlight(Renderer::ePrimitive, false);
+ renderer.addRenderable(m_radii_fill, localToWorld);
+ } else {
+ renderer.addRenderable(m_radii_wire, localToWorld);
+ }
+ }
+
+ renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eFullMaterials);
+
+ if (g_lightType == LIGHTTYPE_DOOM3 && selected) {
+ if (isProjected()) {
+ projection();
+ m_projectionOrientation = rotation();
+ vector4_to_vector3(m_projectionOrientation.t()) = localAABB().origin;
+ renderer.addRenderable(m_renderProjection, m_projectionOrientation);
+ } else {
+ updateLightRadiiBox();
+ renderer.addRenderable(m_radii_box, localToWorld);
+ }
+
+ //draw the center of the light
+ if (m_doom3Radius.m_useCenterKey) {
+ renderer.Highlight(Renderer::ePrimitive, false);
+ renderer.Highlight(Renderer::eFace, false);
+ renderer.SetState(m_render_center.m_state, Renderer::eFullMaterials);
+ renderer.SetState(m_render_center.m_state, Renderer::eWireframeOnly);
+ renderer.addRenderable(m_render_center, localToWorld);
+ }
+ }
+ }
+
+ void renderWireframe(Renderer &renderer, const VolumeTest &volume, const Matrix4 &localToWorld, bool selected) const
+ {
+ renderSolid(renderer, volume, localToWorld, selected);
+ if (g_showNames) {
+ renderer.addRenderable(m_renderName, localToWorld);
+ }
+ }
+
+ void testSelect(Selector &selector, SelectionTest &test, const Matrix4 &localToWorld)
+ {
+ test.BeginMesh(localToWorld);
+
+ SelectionIntersection best;
+ aabb_testselect(m_aabb_light, test, best);
+ if (best.valid()) {
+ selector.addIntersection(best);
+ }
+ }
+
+ void translate(const Vector3 &translation)
+ {
+ m_aabb_light.origin = origin_translated(m_aabb_light.origin, translation);
+ }
+
+ void rotate(const Quaternion &rotation)
+ {
+ rotation_rotate(m_rotation, rotation);
+ }
+
+ void snapto(float snap)
+ {
+ if (g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty()) {
+ m_useLightOrigin = true;
+ m_lightOrigin = m_originKey.m_origin;
+ }
+
+ if (m_useLightOrigin) {
+ m_lightOrigin = origin_snapped(m_lightOrigin, snap);
+ writeLightOrigin();
+ } else {
+ m_originKey.m_origin = origin_snapped(m_originKey.m_origin, snap);
+ m_originKey.write(&m_entity);
+ }
+ }
+
+ void setLightRadius(const AABB &aabb)
+ {
+ m_aabb_light.origin = aabb.origin;
+ m_doom3Radius.m_radiusTransformed = aabb.extents;
+ }
+
+ void transformLightRadius(const Matrix4 &transform)
+ {
+ matrix4_transform_point(transform, m_aabb_light.origin);
+ }
+
+ void revertTransform()
+ {
+ m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
+ rotation_assign(m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation);
+ m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
+ }
+
+ void freezeTransform()
+ {
+ if (g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty()) {
+ m_useLightOrigin = true;
+ }
+
+ if (m_useLightOrigin) {
+ m_lightOrigin = m_aabb_light.origin;
+ writeLightOrigin();
+ } else {
+ m_originKey.m_origin = m_aabb_light.origin;
+ m_originKey.write(&m_entity);
+ }
+
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ if (!m_useLightRotation && !m_traverse.empty()) {
+ m_useLightRotation = true;
+ }
+
+ if (m_useLightRotation) {
+ rotation_assign(m_lightRotation, m_rotation);
+ write_rotation(m_lightRotation, &m_entity, "light_rotation");
+ }
+
+ rotation_assign(m_rotationKey.m_rotation, m_rotation);
+ write_rotation(m_rotationKey.m_rotation, &m_entity);
+
+ m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
+ write_origin(m_doom3Radius.m_radius, &m_entity, "light_radius");
+ }
+ }
+
+ void transformChanged()
+ {
+ revertTransform();
+ m_evaluateTransform();
+ updateOrigin();
+ }
+
+ typedef MemberCaller<Light, void(), &Light::transformChanged> TransformChangedCaller;
+
+ mutable Matrix4 m_localPivot;
+
+ const Matrix4 &getLocalPivot() const
+ {
+ m_localPivot = rotation_toMatrix(m_rotation);
+ vector4_to_vector3(m_localPivot.t()) = m_aabb_light.origin;
+ return m_localPivot;
+ }
+
+ void setLightChangedCallback(const Callback<void()> &callback)
+ {
+ m_doom3Radius.m_changed = callback;
+ }
+
+ const AABB &aabb() const
+ {
+ m_doom3AABB = AABB(m_aabb_light.origin, m_doom3Radius.m_radiusTransformed);
+ return m_doom3AABB;
+ }
+
+ bool testAABB(const AABB &other) const
+ {
+ if (isProjected()) {
+ Matrix4 transform = rotation();
+ vector4_to_vector3(transform.t()) = localAABB().origin;
+ projection();
+ Frustum frustum(frustum_transformed(m_doom3Frustum, transform));
+ return frustum_test_aabb(frustum, other) != c_volumeOutside;
+ }
+ // test against an AABB which contains the rotated bounds of this light.
+ const AABB &bounds = aabb();
+ return aabb_intersects_aabb(other, AABB(
+ bounds.origin,
+ Vector3(
+ static_cast<float>( fabs(m_rotation[0] * bounds.extents[0])
+ + fabs(m_rotation[3] * bounds.extents[1])
+ + fabs(m_rotation[6] * bounds.extents[2])),
+ static_cast<float>( fabs(m_rotation[1] * bounds.extents[0])
+ + fabs(m_rotation[4] * bounds.extents[1])
+ + fabs(m_rotation[7] * bounds.extents[2])),
+ static_cast<float>( fabs(m_rotation[2] * bounds.extents[0])
+ + fabs(m_rotation[5] * bounds.extents[1])
+ + fabs(m_rotation[8] * bounds.extents[2]))
+ )
+ ));
+ }
+
+ const Matrix4 &rotation() const
+ {
+ m_doom3Rotation = rotation_toMatrix(m_rotation);
+ return m_doom3Rotation;
+ }
+
+ const Vector3 &offset() const
+ {
+ return m_doom3Radius.m_center;
+ }
+
+ const Vector3 &colour() const
+ {
+ return m_colour.m_colour;
+ }
+
+ bool isProjected() const
+ {
+ return m_useLightTarget && m_useLightUp && m_useLightRight;
+ }
+
+ void projectionChanged()
+ {
+ m_doom3ProjectionChanged = true;
+ m_doom3Radius.m_changed();
+ SceneChangeNotify();
+ }
+
+ const Matrix4 &projection() const
+ {
+ if (!m_doom3ProjectionChanged) {
+ return m_doom3Projection;
+ }
+ m_doom3ProjectionChanged = false;
+ m_doom3Projection = g_matrix4_identity;
+ matrix4_translate_by_vec3(m_doom3Projection, Vector3(0.5f, 0.5f, 0));
+ matrix4_scale_by_vec3(m_doom3Projection, Vector3(0.5f, 0.5f, 1));
#if 0
- Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget ) );
+ Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget ) );
Vector3 up = vector3_cross( vector3_normalised( m_lightTarget ), m_lightRight );
Vector3 target = m_lightTarget;
Matrix4 test(
matrix4_premultiply_by_matrix4( test, frustum );
matrix4_multiply_by_matrix4( m_doom3Projection, test );
#elif 0
- const float nearFar = 1 / 49.5f;
+ const float nearFar = 1 / 49.5f;
Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget + m_lightRight ) );
Vector3 up = vector3_cross( vector3_normalised( m_lightTarget + m_lightUp ), m_lightRight );
Vector3 target = vector3_negated( m_lightTarget * ( 1 + nearFar ) );
);
matrix4_multiply_by_matrix4( m_doom3Projection, test );
#elif 0
- Vector3 leftA( m_lightTarget - m_lightRight );
+ Vector3 leftA( m_lightTarget - m_lightRight );
Vector3 leftB( m_lightRight + m_lightUp );
Plane3 left( vector3_normalised( vector3_cross( leftA, leftB ) ) * ( 1.0 / 128 ), 0 );
Vector3 rightA( m_lightTarget + m_lightRight );
matrix4_multiply_by_matrix4( m_doom3Projection, test );
#else
- Plane3 lightProject[4];
-
- Vector3 start = m_useLightStart && m_useLightEnd ? m_lightStart : vector3_normalised( m_lightTarget );
- Vector3 stop = m_useLightStart && m_useLightEnd ? m_lightEnd : m_lightTarget;
-
- float rLen = vector3_length( m_lightRight );
- Vector3 right = vector3_divided( m_lightRight, rLen );
- float uLen = vector3_length( m_lightUp );
- Vector3 up = vector3_divided( m_lightUp, uLen );
- Vector3 normal = vector3_normalised( vector3_cross( up, right ) );
-
- float dist = vector3_dot( m_lightTarget, normal );
- if ( dist < 0 ) {
- dist = -dist;
- normal = vector3_negated( normal );
- }
-
- right *= ( 0.5f * dist ) / rLen;
- up *= -( 0.5f * dist ) / uLen;
-
- lightProject[2] = Plane3( normal, 0 );
- lightProject[0] = Plane3( right, 0 );
- lightProject[1] = Plane3( up, 0 );
-
- // now offset to center
- Vector4 targetGlobal( m_lightTarget, 1 );
- {
- float a = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[0] ) );
- float b = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[2] ) );
- float ofs = 0.5f - a / b;
- plane3_to_vector4( lightProject[0] ) += plane3_to_vector4( lightProject[2] ) * ofs;
- }
- {
- float a = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[1] ) );
- float b = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[2] ) );
- float ofs = 0.5f - a / b;
- plane3_to_vector4( lightProject[1] ) += plane3_to_vector4( lightProject[2] ) * ofs;
- }
-
- // set the falloff vector
- Vector3 falloff = stop - start;
- float length = vector3_length( falloff );
- falloff = vector3_divided( falloff, length );
- if ( length <= 0 ) {
- length = 1;
- }
- falloff *= ( 1.0f / length );
- lightProject[3] = Plane3( falloff, -vector3_dot( start, falloff ) );
-
- // we want the planes of s=0, s=q, t=0, and t=q
- m_doom3Frustum.left = lightProject[0];
- m_doom3Frustum.bottom = lightProject[1];
- m_doom3Frustum.right = Plane3( lightProject[2].normal() - lightProject[0].normal(), lightProject[2].dist() - lightProject[0].dist() );
- m_doom3Frustum.top = Plane3( lightProject[2].normal() - lightProject[1].normal(), lightProject[2].dist() - lightProject[1].dist() );
-
- // we want the planes of s=0 and s=1 for front and rear clipping planes
- m_doom3Frustum.front = lightProject[3];
-
- m_doom3Frustum.back = lightProject[3];
- m_doom3Frustum.back.dist() -= 1.0f;
- m_doom3Frustum.back = plane3_flipped( m_doom3Frustum.back );
-
- Matrix4 test( matrix4_from_planes( m_doom3Frustum.left, m_doom3Frustum.right, m_doom3Frustum.bottom, m_doom3Frustum.top, m_doom3Frustum.front, m_doom3Frustum.back ) );
- matrix4_multiply_by_matrix4( m_doom3Projection, test );
-
- m_doom3Frustum.left = plane3_normalised( m_doom3Frustum.left );
- m_doom3Frustum.right = plane3_normalised( m_doom3Frustum.right );
- m_doom3Frustum.bottom = plane3_normalised( m_doom3Frustum.bottom );
- m_doom3Frustum.top = plane3_normalised( m_doom3Frustum.top );
- m_doom3Frustum.back = plane3_normalised( m_doom3Frustum.back );
- m_doom3Frustum.front = plane3_normalised( m_doom3Frustum.front );
+ Plane3 lightProject[4];
+
+ Vector3 start = m_useLightStart && m_useLightEnd ? m_lightStart : vector3_normalised(m_lightTarget);
+ Vector3 stop = m_useLightStart && m_useLightEnd ? m_lightEnd : m_lightTarget;
+
+ float rLen = vector3_length(m_lightRight);
+ Vector3 right = vector3_divided(m_lightRight, rLen);
+ float uLen = vector3_length(m_lightUp);
+ Vector3 up = vector3_divided(m_lightUp, uLen);
+ Vector3 normal = vector3_normalised(vector3_cross(up, right));
+
+ float dist = vector3_dot(m_lightTarget, normal);
+ if (dist < 0) {
+ dist = -dist;
+ normal = vector3_negated(normal);
+ }
+
+ right *= (0.5f * dist) / rLen;
+ up *= -(0.5f * dist) / uLen;
+
+ lightProject[2] = Plane3(normal, 0);
+ lightProject[0] = Plane3(right, 0);
+ lightProject[1] = Plane3(up, 0);
+
+ // now offset to center
+ Vector4 targetGlobal(m_lightTarget, 1);
+ {
+ float a = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[0]));
+ float b = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[2]));
+ float ofs = 0.5f - a / b;
+ plane3_to_vector4(lightProject[0]) += plane3_to_vector4(lightProject[2]) * ofs;
+ }
+ {
+ float a = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[1]));
+ float b = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[2]));
+ float ofs = 0.5f - a / b;
+ plane3_to_vector4(lightProject[1]) += plane3_to_vector4(lightProject[2]) * ofs;
+ }
+
+ // set the falloff vector
+ Vector3 falloff = stop - start;
+ float length = vector3_length(falloff);
+ falloff = vector3_divided(falloff, length);
+ if (length <= 0) {
+ length = 1;
+ }
+ falloff *= (1.0f / length);
+ lightProject[3] = Plane3(falloff, -vector3_dot(start, falloff));
+
+ // we want the planes of s=0, s=q, t=0, and t=q
+ m_doom3Frustum.left = lightProject[0];
+ m_doom3Frustum.bottom = lightProject[1];
+ m_doom3Frustum.right = Plane3(lightProject[2].normal() - lightProject[0].normal(),
+ lightProject[2].dist() - lightProject[0].dist());
+ m_doom3Frustum.top = Plane3(lightProject[2].normal() - lightProject[1].normal(),
+ lightProject[2].dist() - lightProject[1].dist());
+
+ // we want the planes of s=0 and s=1 for front and rear clipping planes
+ m_doom3Frustum.front = lightProject[3];
+
+ m_doom3Frustum.back = lightProject[3];
+ m_doom3Frustum.back.dist() -= 1.0f;
+ m_doom3Frustum.back = plane3_flipped(m_doom3Frustum.back);
+
+ Matrix4 test(matrix4_from_planes(m_doom3Frustum.left, m_doom3Frustum.right, m_doom3Frustum.bottom,
+ m_doom3Frustum.top, m_doom3Frustum.front, m_doom3Frustum.back));
+ matrix4_multiply_by_matrix4(m_doom3Projection, test);
+
+ m_doom3Frustum.left = plane3_normalised(m_doom3Frustum.left);
+ m_doom3Frustum.right = plane3_normalised(m_doom3Frustum.right);
+ m_doom3Frustum.bottom = plane3_normalised(m_doom3Frustum.bottom);
+ m_doom3Frustum.top = plane3_normalised(m_doom3Frustum.top);
+ m_doom3Frustum.back = plane3_normalised(m_doom3Frustum.back);
+ m_doom3Frustum.front = plane3_normalised(m_doom3Frustum.front);
#endif
- //matrix4_scale_by_vec3(m_doom3Projection, Vector3(1.0 / 128, 1.0 / 128, 1.0 / 128));
- return m_doom3Projection;
-}
-
-Shader* getShader() const {
- return m_shader.get();
-}
+ //matrix4_scale_by_vec3(m_doom3Projection, Vector3(1.0 / 128, 1.0 / 128, 1.0 / 128));
+ return m_doom3Projection;
+ }
+
+ Shader *getShader() const
+ {
+ return m_shader.get();
+ }
};
class LightInstance :
- public TargetableInstance,
- public TransformModifier,
- public Renderable,
- public SelectionTestable,
- public RendererLight,
- public PlaneSelectable,
- public ComponentSelectionTestable
-{
-class TypeCasts
-{
-InstanceTypeCastTable m_casts;
+ public TargetableInstance,
+ public TransformModifier,
+ public Renderable,
+ public SelectionTestable,
+ public RendererLight,
+ public PlaneSelectable,
+ public ComponentSelectionTestable {
+ class TypeCasts {
+ InstanceTypeCastTable m_casts;
+ public:
+ TypeCasts()
+ {
+ m_casts = TargetableInstance::StaticTypeCasts::instance().get();
+ InstanceContainedCast<LightInstance, Bounded>::install(m_casts);
+ //InstanceContainedCast<LightInstance, Cullable>::install(m_casts);
+ InstanceStaticCast<LightInstance, Renderable>::install(m_casts);
+ InstanceStaticCast<LightInstance, SelectionTestable>::install(m_casts);
+ InstanceStaticCast<LightInstance, Transformable>::install(m_casts);
+ InstanceStaticCast<LightInstance, PlaneSelectable>::install(m_casts);
+ InstanceStaticCast<LightInstance, ComponentSelectionTestable>::install(m_casts);
+ InstanceIdentityCast<LightInstance>::install(m_casts);
+ }
+
+ InstanceTypeCastTable &get()
+ {
+ return m_casts;
+ }
+ };
+
+ Light &m_contained;
+ DragPlanes m_dragPlanes; // dragplanes for lightresizing using mousedrag
public:
-TypeCasts(){
- m_casts = TargetableInstance::StaticTypeCasts::instance().get();
- InstanceContainedCast<LightInstance, Bounded>::install( m_casts );
- //InstanceContainedCast<LightInstance, Cullable>::install(m_casts);
- InstanceStaticCast<LightInstance, Renderable>::install( m_casts );
- InstanceStaticCast<LightInstance, SelectionTestable>::install( m_casts );
- InstanceStaticCast<LightInstance, Transformable>::install( m_casts );
- InstanceStaticCast<LightInstance, PlaneSelectable>::install( m_casts );
- InstanceStaticCast<LightInstance, ComponentSelectionTestable>::install( m_casts );
- InstanceIdentityCast<LightInstance>::install( m_casts );
-}
-InstanceTypeCastTable& get(){
- return m_casts;
-}
-};
-
-Light& m_contained;
-DragPlanes m_dragPlanes; // dragplanes for lightresizing using mousedrag
-public:
-typedef LazyStatic<TypeCasts> StaticTypeCasts;
-
-Bounded& get( NullType<Bounded>){
- return m_contained;
-}
-
-STRING_CONSTANT( Name, "LightInstance" );
-
-LightInstance( const scene::Path& path, scene::Instance* parent, Light& contained ) :
- TargetableInstance( path, parent, this, StaticTypeCasts::instance().get(), contained.getEntity(), *this ),
- TransformModifier( Light::TransformChangedCaller( contained ), ApplyTransformCaller( *this ) ),
- m_contained( contained ),
- m_dragPlanes( SelectedChangedComponentCaller( *this ) ){
- m_contained.instanceAttach( Instance::path() );
-
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- GlobalShaderCache().attach( *this );
- m_contained.setLightChangedCallback( LightChangedCaller( *this ) );
- }
-
- StaticRenderableConnectionLines::instance().attach( *this );
-}
-~LightInstance(){
- StaticRenderableConnectionLines::instance().detach( *this );
-
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- m_contained.setLightChangedCallback( Callback<void()>() );
- GlobalShaderCache().detach( *this );
- }
-
- m_contained.instanceDetach( Instance::path() );
-}
-void renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
- m_contained.renderSolid( renderer, volume, Instance::localToWorld(), getSelectable().isSelected() );
-}
-void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
- m_contained.renderWireframe( renderer, volume, Instance::localToWorld(), getSelectable().isSelected() );
-}
-void testSelect( Selector& selector, SelectionTest& test ){
- m_contained.testSelect( selector, test, Instance::localToWorld() );
-}
-
-void selectPlanes( Selector& selector, SelectionTest& test, const PlaneCallback& selectedPlaneCallback ){
- test.BeginMesh( localToWorld() );
- m_dragPlanes.selectPlanes( m_contained.aabb(), selector, test, selectedPlaneCallback, rotation() );
-}
-void selectReversedPlanes( Selector& selector, const SelectedPlanes& selectedPlanes ){
- m_dragPlanes.selectReversedPlanes( m_contained.aabb(), selector, selectedPlanes, rotation() );
-}
-
-bool isSelectedComponents() const {
- return m_dragPlanes.isSelected();
-}
-void setSelectedComponents( bool select, SelectionSystem::EComponentMode mode ){
- if ( mode == SelectionSystem::eFace ) {
- m_dragPlanes.setSelected( false );
- }
-}
-void testSelectComponents( Selector& selector, SelectionTest& test, SelectionSystem::EComponentMode mode ){
-}
-
-void selectedChangedComponent( const Selectable& selectable ){
- GlobalSelectionSystem().getObserver ( SelectionSystem::eComponent )( selectable );
- GlobalSelectionSystem().onComponentSelection( *this, selectable );
-}
-typedef MemberCaller<LightInstance, void(const Selectable&), &LightInstance::selectedChangedComponent> SelectedChangedComponentCaller;
-
-void evaluateTransform(){
- if ( getType() == TRANSFORM_PRIMITIVE ) {
- m_contained.translate( getTranslation() );
- m_contained.rotate( getRotation() );
- }
- else
- {
- //globalOutputStream() << getTranslation() << "\n";
-
- m_dragPlanes.m_bounds = m_contained.aabb();
- m_contained.setLightRadius( m_dragPlanes.evaluateResize( getTranslation(), rotation() ) );
- }
-}
-void applyTransform(){
- m_contained.revertTransform();
- evaluateTransform();
- m_contained.freezeTransform();
-}
-typedef MemberCaller<LightInstance, void(), &LightInstance::applyTransform> ApplyTransformCaller;
-
-void lightChanged(){
- GlobalShaderCache().changed( *this );
-}
-typedef MemberCaller<LightInstance, void(), &LightInstance::lightChanged> LightChangedCaller;
-
-Shader* getShader() const {
- return m_contained.getShader();
-}
-const AABB& aabb() const {
- return m_contained.aabb();
-}
-bool testAABB( const AABB& other ) const {
- return m_contained.testAABB( other );
-}
-const Matrix4& rotation() const {
- return m_contained.rotation();
-}
-const Vector3& offset() const {
- return m_contained.offset();
-}
-const Vector3& colour() const {
- return m_contained.colour();
-}
-
-bool isProjected() const {
- return m_contained.isProjected();
-}
-const Matrix4& projection() const {
- return m_contained.projection();
-}
+ typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+ Bounded &get(NullType<Bounded>)
+ {
+ return m_contained;
+ }
+
+ STRING_CONSTANT(Name, "LightInstance");
+
+ LightInstance(const scene::Path &path, scene::Instance *parent, Light &contained) :
+ TargetableInstance(path, parent, this, StaticTypeCasts::instance().get(), contained.getEntity(), *this),
+ TransformModifier(Light::TransformChangedCaller(contained), ApplyTransformCaller(*this)),
+ m_contained(contained),
+ m_dragPlanes(SelectedChangedComponentCaller(*this))
+ {
+ m_contained.instanceAttach(Instance::path());
+
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ GlobalShaderCache().attach(*this);
+ m_contained.setLightChangedCallback(LightChangedCaller(*this));
+ }
+
+ StaticRenderableConnectionLines::instance().attach(*this);
+ }
+
+ ~LightInstance()
+ {
+ StaticRenderableConnectionLines::instance().detach(*this);
+
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ m_contained.setLightChangedCallback(Callback<void()>());
+ GlobalShaderCache().detach(*this);
+ }
+
+ m_contained.instanceDetach(Instance::path());
+ }
+
+ void renderSolid(Renderer &renderer, const VolumeTest &volume) const
+ {
+ m_contained.renderSolid(renderer, volume, Instance::localToWorld(), getSelectable().isSelected());
+ }
+
+ void renderWireframe(Renderer &renderer, const VolumeTest &volume) const
+ {
+ m_contained.renderWireframe(renderer, volume, Instance::localToWorld(), getSelectable().isSelected());
+ }
+
+ void testSelect(Selector &selector, SelectionTest &test)
+ {
+ m_contained.testSelect(selector, test, Instance::localToWorld());
+ }
+
+ void selectPlanes(Selector &selector, SelectionTest &test, const PlaneCallback &selectedPlaneCallback)
+ {
+ test.BeginMesh(localToWorld());
+ m_dragPlanes.selectPlanes(m_contained.aabb(), selector, test, selectedPlaneCallback, rotation());
+ }
+
+ void selectReversedPlanes(Selector &selector, const SelectedPlanes &selectedPlanes)
+ {
+ m_dragPlanes.selectReversedPlanes(m_contained.aabb(), selector, selectedPlanes, rotation());
+ }
+
+ bool isSelectedComponents() const
+ {
+ return m_dragPlanes.isSelected();
+ }
+
+ void setSelectedComponents(bool select, SelectionSystem::EComponentMode mode)
+ {
+ if (mode == SelectionSystem::eFace) {
+ m_dragPlanes.setSelected(false);
+ }
+ }
+
+ void testSelectComponents(Selector &selector, SelectionTest &test, SelectionSystem::EComponentMode mode)
+ {
+ }
+
+ void selectedChangedComponent(const Selectable &selectable)
+ {
+ GlobalSelectionSystem().getObserver(SelectionSystem::eComponent)(selectable);
+ GlobalSelectionSystem().onComponentSelection(*this, selectable);
+ }
+
+ typedef MemberCaller<LightInstance, void(
+ const Selectable &), &LightInstance::selectedChangedComponent> SelectedChangedComponentCaller;
+
+ void evaluateTransform()
+ {
+ if (getType() == TRANSFORM_PRIMITIVE) {
+ m_contained.translate(getTranslation());
+ m_contained.rotate(getRotation());
+ } else {
+ //globalOutputStream() << getTranslation() << "\n";
+
+ m_dragPlanes.m_bounds = m_contained.aabb();
+ m_contained.setLightRadius(m_dragPlanes.evaluateResize(getTranslation(), rotation()));
+ }
+ }
+
+ void applyTransform()
+ {
+ m_contained.revertTransform();
+ evaluateTransform();
+ m_contained.freezeTransform();
+ }
+
+ typedef MemberCaller<LightInstance, void(), &LightInstance::applyTransform> ApplyTransformCaller;
+
+ void lightChanged()
+ {
+ GlobalShaderCache().changed(*this);
+ }
+
+ typedef MemberCaller<LightInstance, void(), &LightInstance::lightChanged> LightChangedCaller;
+
+ Shader *getShader() const
+ {
+ return m_contained.getShader();
+ }
+
+ const AABB &aabb() const
+ {
+ return m_contained.aabb();
+ }
+
+ bool testAABB(const AABB &other) const
+ {
+ return m_contained.testAABB(other);
+ }
+
+ const Matrix4 &rotation() const
+ {
+ return m_contained.rotation();
+ }
+
+ const Vector3 &offset() const
+ {
+ return m_contained.offset();
+ }
+
+ const Vector3 &colour() const
+ {
+ return m_contained.colour();
+ }
+
+ bool isProjected() const
+ {
+ return m_contained.isProjected();
+ }
+
+ const Matrix4 &projection() const
+ {
+ return m_contained.projection();
+ }
};
class LightNode :
- public scene::Node::Symbiot,
- public scene::Instantiable,
- public scene::Cloneable,
- public scene::Traversable::Observer
-{
-class TypeCasts
-{
-NodeTypeCastTable m_casts;
-public:
-TypeCasts(){
- NodeStaticCast<LightNode, scene::Instantiable>::install( m_casts );
- NodeStaticCast<LightNode, scene::Cloneable>::install( m_casts );
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- NodeContainedCast<LightNode, scene::Traversable>::install( m_casts );
- }
- NodeContainedCast<LightNode, Editable>::install( m_casts );
- NodeContainedCast<LightNode, Snappable>::install( m_casts );
- NodeContainedCast<LightNode, TransformNode>::install( m_casts );
- NodeContainedCast<LightNode, Entity>::install( m_casts );
- NodeContainedCast<LightNode, Nameable>::install( m_casts );
- NodeContainedCast<LightNode, Namespaced>::install( m_casts );
-}
-NodeTypeCastTable& get(){
- return m_casts;
-}
-};
-
-
-scene::Node m_node;
-InstanceSet m_instances;
-Light m_contained;
+ public scene::Node::Symbiot,
+ public scene::Instantiable,
+ public scene::Cloneable,
+ public scene::Traversable::Observer {
+ class TypeCasts {
+ NodeTypeCastTable m_casts;
+ public:
+ TypeCasts()
+ {
+ NodeStaticCast<LightNode, scene::Instantiable>::install(m_casts);
+ NodeStaticCast<LightNode, scene::Cloneable>::install(m_casts);
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ NodeContainedCast<LightNode, scene::Traversable>::install(m_casts);
+ }
+ NodeContainedCast<LightNode, Editable>::install(m_casts);
+ NodeContainedCast<LightNode, Snappable>::install(m_casts);
+ NodeContainedCast<LightNode, TransformNode>::install(m_casts);
+ NodeContainedCast<LightNode, Entity>::install(m_casts);
+ NodeContainedCast<LightNode, Nameable>::install(m_casts);
+ NodeContainedCast<LightNode, Namespaced>::install(m_casts);
+ }
+
+ NodeTypeCastTable &get()
+ {
+ return m_casts;
+ }
+ };
+
+
+ scene::Node m_node;
+ InstanceSet m_instances;
+ Light m_contained;
+
+ void construct()
+ {
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ m_contained.attach(this);
+ }
+ }
+
+ void destroy()
+ {
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ m_contained.detach(this);
+ }
+ }
-void construct(){
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- m_contained.attach( this );
- }
-}
-void destroy(){
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- m_contained.detach( this );
- }
-}
public:
-typedef LazyStatic<TypeCasts> StaticTypeCasts;
-
-scene::Traversable& get( NullType<scene::Traversable>){
- return m_contained.getTraversable();
-}
-Editable& get( NullType<Editable>){
- return m_contained;
-}
-Snappable& get( NullType<Snappable>){
- return m_contained;
-}
-TransformNode& get( NullType<TransformNode>){
- return m_contained.getTransformNode();
-}
-Entity& get( NullType<Entity>){
- return m_contained.getEntity();
-}
-Nameable& get( NullType<Nameable>){
- return m_contained.getNameable();
-}
-Namespaced& get( NullType<Namespaced>){
- return m_contained.getNamespaced();
-}
-
-LightNode( EntityClass* eclass ) :
- m_node( this, this, StaticTypeCasts::instance().get() ),
- m_contained( eclass, m_node, InstanceSet::TransformChangedCaller( m_instances ), InstanceSet::BoundsChangedCaller( m_instances ), InstanceSetEvaluateTransform<LightInstance>::Caller( m_instances ) ){
- construct();
-}
-LightNode( const LightNode& other ) :
- scene::Node::Symbiot( other ),
- scene::Instantiable( other ),
- scene::Cloneable( other ),
- scene::Traversable::Observer( other ),
- m_node( this, this, StaticTypeCasts::instance().get() ),
- m_contained( other.m_contained, m_node, InstanceSet::TransformChangedCaller( m_instances ), InstanceSet::BoundsChangedCaller( m_instances ), InstanceSetEvaluateTransform<LightInstance>::Caller( m_instances ) ){
- construct();
-}
-~LightNode(){
- destroy();
-}
-
-void release(){
- delete this;
-}
-scene::Node& node(){
- return m_node;
-}
-
-scene::Node& clone() const {
- return ( new LightNode( *this ) )->node();
-}
-
-void insert( scene::Node& child ){
- m_instances.insert( child );
-}
-void erase( scene::Node& child ){
- m_instances.erase( child );
-}
-
-scene::Instance* create( const scene::Path& path, scene::Instance* parent ){
- return new LightInstance( path, parent, m_contained );
-}
-void forEachInstance( const scene::Instantiable::Visitor& visitor ){
- m_instances.forEachInstance( visitor );
-}
-void insert( scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance ){
- m_instances.insert( observer, path, instance );
-}
-scene::Instance* erase( scene::Instantiable::Observer* observer, const scene::Path& path ){
- return m_instances.erase( observer, path );
-}
+ typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+ scene::Traversable &get(NullType<scene::Traversable>)
+ {
+ return m_contained.getTraversable();
+ }
+
+ Editable &get(NullType<Editable>)
+ {
+ return m_contained;
+ }
+
+ Snappable &get(NullType<Snappable>)
+ {
+ return m_contained;
+ }
+
+ TransformNode &get(NullType<TransformNode>)
+ {
+ return m_contained.getTransformNode();
+ }
+
+ Entity &get(NullType<Entity>)
+ {
+ return m_contained.getEntity();
+ }
+
+ Nameable &get(NullType<Nameable>)
+ {
+ return m_contained.getNameable();
+ }
+
+ Namespaced &get(NullType<Namespaced>)
+ {
+ return m_contained.getNamespaced();
+ }
+
+ LightNode(EntityClass *eclass) :
+ m_node(this, this, StaticTypeCasts::instance().get()),
+ m_contained(eclass, m_node, InstanceSet::TransformChangedCaller(m_instances),
+ InstanceSet::BoundsChangedCaller(m_instances),
+ InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
+ {
+ construct();
+ }
+
+ LightNode(const LightNode &other) :
+ scene::Node::Symbiot(other),
+ scene::Instantiable(other),
+ scene::Cloneable(other),
+ scene::Traversable::Observer(other),
+ m_node(this, this, StaticTypeCasts::instance().get()),
+ m_contained(other.m_contained, m_node, InstanceSet::TransformChangedCaller(m_instances),
+ InstanceSet::BoundsChangedCaller(m_instances),
+ InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
+ {
+ construct();
+ }
+
+ ~LightNode()
+ {
+ destroy();
+ }
+
+ void release()
+ {
+ delete this;
+ }
+
+ scene::Node &node()
+ {
+ return m_node;
+ }
+
+ scene::Node &clone() const
+ {
+ return (new LightNode(*this))->node();
+ }
+
+ void insert(scene::Node &child)
+ {
+ m_instances.insert(child);
+ }
+
+ void erase(scene::Node &child)
+ {
+ m_instances.erase(child);
+ }
+
+ scene::Instance *create(const scene::Path &path, scene::Instance *parent)
+ {
+ return new LightInstance(path, parent, m_contained);
+ }
+
+ void forEachInstance(const scene::Instantiable::Visitor &visitor)
+ {
+ m_instances.forEachInstance(visitor);
+ }
+
+ void insert(scene::Instantiable::Observer *observer, const scene::Path &path, scene::Instance *instance)
+ {
+ m_instances.insert(observer, path, instance);
+ }
+
+ scene::Instance *erase(scene::Instantiable::Observer *observer, const scene::Path &path)
+ {
+ return m_instances.erase(observer, path);
+ }
};
-void Light_Construct( LightType lightType ){
- g_lightType = lightType;
- if ( g_lightType == LIGHTTYPE_DOOM3 ) {
- LightShader::m_defaultShader = "lights/defaultPointLight";
+void Light_Construct(LightType lightType)
+{
+ g_lightType = lightType;
+ if (g_lightType == LIGHTTYPE_DOOM3) {
+ LightShader::m_defaultShader = "lights/defaultPointLight";
#if 0
- LightShader::m_defaultShader = "lights/defaultProjectedLight";
+ LightShader::m_defaultShader = "lights/defaultProjectedLight";
#endif
- }
- RenderLightRadiiFill::m_state = GlobalShaderCache().capture( "$Q3MAP2_LIGHT_SPHERE" );
- RenderLightCenter::m_state = GlobalShaderCache().capture( "$BIGPOINT" );
+ }
+ RenderLightRadiiFill::m_state = GlobalShaderCache().capture("$Q3MAP2_LIGHT_SPHERE");
+ RenderLightCenter::m_state = GlobalShaderCache().capture("$BIGPOINT");
}
-void Light_Destroy(){
- GlobalShaderCache().release( "$Q3MAP2_LIGHT_SPHERE" );
- GlobalShaderCache().release( "$BIGPOINT" );
+
+void Light_Destroy()
+{
+ GlobalShaderCache().release("$Q3MAP2_LIGHT_SPHERE");
+ GlobalShaderCache().release("$BIGPOINT");
}
-scene::Node& New_Light( EntityClass* eclass ){
- return ( new LightNode( eclass ) )->node();
+scene::Node &New_Light(EntityClass *eclass)
+{
+ return (new LightNode(eclass))->node();
}