+/*
+ Copyright (C) 2001-2006, William Joseph.
+ All Rights Reserved.
+
+ This file is part of GtkRadiant.
+
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
+
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
+
+///\file
+///\brief Represents any light entity (e.g. light).
+///
+/// This entity dislays a special 'light' model.
+/// The "origin" key directly controls the position of the light model in local space.
+/// The "_color" key controls the colour of the light model.
+/// The "light" key is visualised with a sphere representing the approximate coverage of the light (except Doom3).
+/// Doom3 special behaviour:
+/// The entity behaves as a group.
+/// The "origin" key is the translation to be applied to all brushes (not patches) grouped under this entity.
+/// The "light_center" and "light_radius" keys are visualised with a point and a box when the light is selected.
+/// The "rotation" key directly controls the orientation of the light bounding box in local space.
+/// The "light_origin" key controls the position of the light independently of the "origin" key if it is specified.
+/// The "light_rotation" key duplicates the behaviour of the "rotation" key if it is specified. This appears to be an unfinished feature in Doom3.
-#include "plugin.h"
-#include "entity.h"
#include "light.h"
-void DrawSphere(vec3_t center, float radius, int sides, int nGLState)
+#include <stdlib.h>
+
+#include "cullable.h"
+#include "renderable.h"
+#include "editable.h"
+
+#include "math/frustum.h"
+#include "selectionlib.h"
+#include "instancelib.h"
+#include "transformlib.h"
+#include "entitylib.h"
+#include "render.h"
+#include "eclasslib.h"
+#include "render.h"
+#include "stringio.h"
+#include "traverselib.h"
+#include "dragplanes.h"
+
+#include "targetable.h"
+#include "origin.h"
+#include "colour.h"
+#include "filters.h"
+#include "namedentity.h"
+#include "keyobservers.h"
+#include "namekeys.h"
+#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;
+ }
+
+ 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 );
+
+ 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]
+ );
+ }
+
+ glEnd();
+ }
+
+ {
+ 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 ),
+ origin[1],
+ static_cast<float>( origin[2] + radius * ds )
+ );
+ }
+
+ glEnd();
+ }
+
+ {
+ 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(
+ origin[0],
+ static_cast<float>( origin[1] + radius * dc ),
+ static_cast<float>( origin[2] + radius * ds )
+ );
+ }
+
+ 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] ) );
+
+ glVertex3fv( vector3_to_array( origin ) );
+ glVertex3fv( vector3_to_array( points[5] ) );
+
+ glVertex3fv( vector3_to_array( origin ) );
+ glVertex3fv( vector3_to_array( points[2] ) );
+
+ glVertex3fv( vector3_to_array( origin ) );
+ glVertex3fv( vector3_to_array( points[6] ) );
+
+ glVertex3fv( vector3_to_array( origin ) );
+ glVertex3fv( vector3_to_array( points[0] ) );
+
+ glVertex3fv( vector3_to_array( origin ) );
+ glVertex3fv( vector3_to_array( points[4] ) );
+
+ glVertex3fv( vector3_to_array( origin ) );
+ glVertex3fv( vector3_to_array( points[3] ) );
+
+ glVertex3fv( vector3_to_array( origin ) );
+ glVertex3fv( vector3_to_array( points[7] ) );
+
+ glEnd();
+}
+
+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 );
+
+ // 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 ),
+ };
+
+#if !defined( USE_TRIANGLE_FAN )
+ glBegin( GL_TRIANGLES );
+#else
+ 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] ) );
+
+#if !defined( USE_TRIANGLE_FAN )
+ 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] ) );
+
+#if !defined( USE_TRIANGLE_FAN )
+ 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] ) );
+#if !defined( USE_TRIANGLE_FAN )
+ 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] ) );
+#if defined( USE_TRIANGLE_FAN )
+ 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] ) );
+
+#if !defined( USE_TRIANGLE_FAN )
+ 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] ) );
+
+#if !defined( USE_TRIANGLE_FAN )
+ 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] ) );
+
+#if !defined( USE_TRIANGLE_FAN )
+ 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
+ };
+#if 1
+ glVertexPointer( 3, GL_FLOAT, 0, points );
+ glDrawElements( GL_TRIANGLES, sizeof( indices ) / sizeof( index_t ), RenderIndexTypeID, indices );
+#else
+ 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
+#if 0
+ if ( strlen( ValueForKey( e, "light_right" ) ) > 0 ) {
+ vec3_t vRight, vUp, vTarget, vTemp;
+ GetVectorForKey( e, "light_right", vRight );
+ GetVectorForKey( e, "light_up", vUp );
+ GetVectorForKey( e, "light_target", vTarget );
+
+ glColor3f( 0, 1, 0 );
+ glBegin( GL_LINE_LOOP );
+ VectorAdd( vTarget, e->origin, vTemp );
+ VectorAdd( vTemp, vRight, vTemp );
+ VectorAdd( vTemp, vUp, vTemp );
+ glVertex3fv( e->origin );
+ glVertex3fv( vTemp );
+ VectorAdd( vTarget, e->origin, vTemp );
+ VectorAdd( vTemp, vUp, vTemp );
+ VectorSubtract( vTemp, vRight, vTemp );
+ glVertex3fv( e->origin );
+ glVertex3fv( vTemp );
+ VectorAdd( vTarget, e->origin, vTemp );
+ VectorAdd( vTemp, vRight, vTemp );
+ VectorSubtract( vTemp, vUp, vTemp );
+ glVertex3fv( e->origin );
+ glVertex3fv( vTemp );
+ VectorAdd( vTarget, e->origin, vTemp );
+ VectorSubtract( vTemp, vUp, vTemp );
+ VectorSubtract( vTemp, vRight, vTemp );
+ glVertex3fv( e->origin );
+ glVertex3fv( vTemp );
+ glEnd();
+
+ }
+#endif
+}
+
+// These variables are tweakable on the q3map2 console, setting to q3map2
+// default here as there is no way to find out what the user actually uses
+// right now. Maybe move them to worldspawn?
+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( 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
+
+ return !( flags & 1 );
+ }
+ else
+ {
+ // Spawnflags :
+ // 1: linear
+ // 2: no angle
+
+ return ( flags & 1 );
+ }
+}
+
+class LightRadii
+{
+public:
+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 );
+ }
+}
+
+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 MemberCaller1<LightRadii, const char*, &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
+void secondaryIntensityChanged( const char* value ){
+ m_secondaryIntensity = string_read_float( value );
+ calculateRadii();
+}
+typedef MemberCaller1<LightRadii, 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 MemberCaller1<LightRadii, 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 MemberCaller1<LightRadii, const char*, &LightRadii::fadeChanged> FadeChangedCaller;
+void flagsChanged( const char* value ){
+ m_flags = string_read_int( value );
+ calculateRadii();
+}
+typedef MemberCaller1<LightRadii, const char*, &LightRadii::flagsChanged> FlagsChangedCaller;
+};
+
+class Doom3LightRadius
+{
+public:
+Vector3 m_defaultRadius;
+Vector3 m_radius;
+Vector3 m_radiusTransformed;
+Vector3 m_center;
+Callback 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 MemberCaller1<Doom3LightRadius, 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 MemberCaller1<Doom3LightRadius, const char*, &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
+};
+
+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 );
+}
+};
+
+class RenderLightRadiiFill : public OpenGLRenderable
+{
+LightRadii& m_radii;
+const Vector3& m_origin;
+public:
+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 );
+}
+};
+
+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
+}
+};
+
+Shader* RenderLightRadiiFill::m_state = 0;
+
+class RenderLightCenter : public OpenGLRenderable
{
- int i, j;
- float dt = (float) (2 * Q_PI / (float) sides);
- float dp = (float) (Q_PI / (float) sides);
- float t, p;
- vec3_t v;
-
- if (radius <= 0)
- return;
-
- g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);
- for (i = 0; i <= sides - 1; i++) {
- for (j = 0; j <= sides - 2; j++) {
- t = i * dt;
- p = (float) ((j * dp) - (Q_PI / 2));
-
- VectorPolar(v, radius, t, p);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
-
- VectorPolar(v, radius, t, p + dp);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
-
- VectorPolar(v, radius, t + dt, p + dp);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
-
- VectorPolar(v, radius, t, p);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
-
- VectorPolar(v, radius, t + dt, p + dp);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
-
- VectorPolar(v, radius, t + dt, p);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
- }
- }
-
- p = (float) ((sides - 1) * dp - (Q_PI / 2));
- for (i = 0; i <= sides - 1; i++) {
- t = i * dt;
-
- VectorPolar(v, radius, t, p);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
-
- VectorPolar(v, radius, t + dt, p + dp);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
-
- VectorPolar(v, radius, t + dt, p);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
- }
- g_QglTable.m_pfn_qglEnd();
-}
-
-#define LIGHT_ATTEN_LINEAR 1
-#define LIGHT_ATTEN_ANGLE 2
-#define LIGHT_ATTEN_DISTANCE 4
-
-#define LIGHT_Q3A_DEFAULT (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE)
-#define LIGHT_WOLF_DEFAULT (LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE)
-
-float CalculateEnvelopeForLight(entity_t * e, float fFalloffTolerance)
+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();
+}
+};
+
+Shader* RenderLightCenter::m_state = 0;
+
+class RenderLightProjection : public OpenGLRenderable
{
- float fEnvelope = 0.f;
- int iSpawnFlags = atoi(ValueForKey(e, "spawnflags"));
- int iLightFlags = 0;
- float fFade = 1.f;
- float fIntensity, fPhotons;
- float fScale;
- const char *gameFile = g_FuncTable.m_pfnGetGameFile();
-
- // These variables are tweakable on the q3map2 console, setting to q3map2
- // default here as there is no way to find out what the user actually uses
- // right now. Maybe move them to worldspawn?
- float fPointScale = 7500.f;
- float fLinearScale = 1.f / 8000.f;
- //float fFalloffTolerance = 1.f; // Need it as parameter
-
- // Arnout: HACK for per-game radii - really need to move this to a per-game module?
- if( !strcmp( gameFile, "wolf.game" ) || !strcmp( gameFile, "et.game" ) ) {
- // Spawnflags :
- // 1: nonlinear
- // 2: angle
-
- // set default flags
- iLightFlags = LIGHT_WOLF_DEFAULT;
-
- // inverse distance squared attenuation?
- if (iSpawnFlags & 1) {
- iLightFlags &= ~LIGHT_ATTEN_LINEAR;
- iLightFlags |= LIGHT_ATTEN_ANGLE;
- }
- // angle attenuate
- if (iSpawnFlags & 2)
- iLightFlags |= LIGHT_ATTEN_ANGLE;
- } else {
- // Spawnflags :
- // 1: linear
- // 2: no angle
-
- // set default flags
- iLightFlags = LIGHT_Q3A_DEFAULT;
-
- // linear attenuation?
- if (iSpawnFlags & 1) {
- iLightFlags |= LIGHT_ATTEN_LINEAR;
- iLightFlags &= ~LIGHT_ATTEN_ANGLE;
- }
- // no angle attenuate?
- if (iSpawnFlags & 2)
- iLightFlags &= ~LIGHT_ATTEN_ANGLE;
- }
-
- // set fade key (from wolf)
- if (iLightFlags & LIGHT_ATTEN_LINEAR) {
- fFade = FloatForKey(e, "fade");
- if (fFade <= 0.f)
- fFade = 1.f;
- }
- // set light intensity
- fIntensity = FloatForKey(e, "_light");
- if (fIntensity == 0.f)
- fIntensity = FloatForKey(e, "light");
- if (fIntensity == 0.f)
- fIntensity = 300.f;
-
- // set light scale (sof2)
- fScale = FloatForKey(e, "scale");
- if (fScale <= 0.f)
- fScale = 1.f;
- fIntensity *= fScale;
-
- // amount of photons
- fPhotons = fIntensity * fPointScale;
-
- // calculate envelope
-
- // solve distance for non-distance lights
- if (!(iLightFlags & LIGHT_ATTEN_DISTANCE))
- //!\todo (spog) can't access global objects in a module - globals are EVIL - solution: API for querying global settings.
- fEnvelope = 131072/*g_MaxWorldCoord * 2.f*/;
- // solve distance for linear lights
- else if (iLightFlags & LIGHT_ATTEN_LINEAR)
- fEnvelope = ((fPhotons * fLinearScale) - fFalloffTolerance) / fFade;
- // solve for inverse square falloff
- else
- fEnvelope = sqrt(fPhotons / fFalloffTolerance) /* + fRadius */ ; // Arnout radius is always 0, only for area lights
-
- return fEnvelope;
-}
-
-float CalculateLightRadius(entity_t * e, bool outer)
+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 ) ) );
+ Vector4 test1 = matrix4_transformed_vector4( unproject, Vector4( 0.5f, 0.5f, 0.5f, 1 ) );
+ Vector3 test2 = vector4_projected( test1 );
+ aabb_draw_wire( points );
+}
+};
+
+inline void default_extents( Vector3& extents ){
+ extents = Vector3( 8, 8, 8 );
+}
+
+class ShaderRef
{
- float fEnvelope = 0.f;
- int iSpawnFlags = atoi(ValueForKey(e, "spawnflags"));
- float fIntensity;
- float fScale;
- const char *gameFile = g_FuncTable.m_pfnGetGameFile();
-
- fIntensity = FloatForKey(e, "light");
- if (fIntensity == 0.f)
- fIntensity = 300.f;
-
- // Arnout: HACK for per-game radii - really need to move this to a per-game module
- if( !strcmp( gameFile, "sof2.game" ) || !strcmp( gameFile, "jk2.game" ) || !strcmp( gameFile, "ja.game" )) {
- // Spawnflags :
- // 1: linear
- // 2: noincidence
-
- if (!outer) {
- if (iSpawnFlags & 2)
- fIntensity *= .9;
- else
- fIntensity *= .25f;
- }
- // set light scale (sof2)
- fScale = FloatForKey(e, "scale");
- if (fScale <= 0.f)
- fScale = 1.f;
- fIntensity *= fScale;
-
- fEnvelope = fIntensity;
- } else {
- float fPointScale = 7500.f;
-
- if (outer)
- fEnvelope = sqrt(fIntensity * fPointScale / 48.f);
- else
- fEnvelope = sqrt(fIntensity * fPointScale / 255.f);
- }
-
- return fEnvelope;
-}
-
-void Light_OnIntensityChanged(entity_t* e)
+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;
+}
+};
+
+class LightShader
{
- e->fLightEnvelope1[0] = CalculateEnvelopeForLight(e, 1.f);
- e->fLightEnvelope1[1] = CalculateEnvelopeForLight(e, 48.f);
- e->fLightEnvelope1[2] = CalculateEnvelopeForLight(e, 255.f);
+ShaderRef m_shader;
+void setDefault(){
+ m_shader.setName( m_defaultShader );
+}
+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 MemberCaller1<LightShader, const char*, &LightShader::valueChanged> ValueChangedCaller;
+
+Shader* get() const {
+ return m_shader.get();
+}
+};
+
+const char* LightShader::m_defaultShader = "";
+
+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 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 m_transformChanged;
+Callback m_boundsChanged;
+Callback 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:
+#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, &Light::originChanged> OriginChangedCaller;
+
+void lightOriginChanged( const char* value ){
+ m_useLightOrigin = !string_empty( value );
+ if ( m_useLightOrigin ) {
+ read_origin( m_lightOrigin, value );
+ }
+ originChanged();
+}
+typedef MemberCaller1<Light, 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 MemberCaller1<Light, 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 MemberCaller1<Light, 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 MemberCaller1<Light, 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 MemberCaller1<Light, 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 MemberCaller1<Light, 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, &Light::rotationChanged> RotationChangedCaller;
+
+void lightRotationChanged( const char* value ){
+ m_useLightRotation = !string_empty( value );
+ if ( m_useLightRotation ) {
+ read_rotation( m_lightRotation, value );
+ }
+ rotationChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightRotationChanged> LightRotationChangedCaller;
+
+public:
+
+Light( EntityClass* eclass, scene::Node& node, const Callback& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform ) :
+ m_entity( eclass ),
+ m_originKey( OriginChangedCaller( *this ) ),
+ m_rotationKey( RotationChangedCaller( *this ) ),
+ m_colour( Callback() ),
+ 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& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform ) :
+ m_entity( other.m_entity ),
+ m_originKey( OriginChangedCaller( *this ) ),
+ m_rotationKey( RotationChangedCaller( *this ) ),
+ m_colour( Callback() ),
+ 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;
+}
- e->fLightEnvelope2[0] = CalculateLightRadius(e, TRUE);
- e->fLightEnvelope2[1] = CalculateLightRadius(e, FALSE);
+
+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 Light_OnKeyValueChanged(entity_t *e, const char *key, const char* value)
+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, &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& 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 up = vector3_cross( vector3_normalised( m_lightTarget ), m_lightRight );
+ Vector3 target = m_lightTarget;
+ Matrix4 test(
+ -right.x(), -right.y(), -right.z(), 0,
+ -up.x(), -up.y(), -up.z(), 0,
+ -target.x(), -target.y(), -target.z(), 0,
+ 0, 0, 0, 1
+ );
+ Matrix4 frustum = matrix4_frustum( -0.01, 0.01, -0.01, 0.01, 0.01, 1.0 );
+ test = matrix4_full_inverse( test );
+ matrix4_premultiply_by_matrix4( test, frustum );
+ matrix4_multiply_by_matrix4( m_doom3Projection, test );
+#elif 0
+ 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 ) );
+ float scale = -1 / vector3_length( m_lightTarget );
+ Matrix4 test(
+ -inverse( right.x() ), -inverse( up.x() ), -inverse( target.x() ), 0,
+ -inverse( right.y() ), -inverse( up.y() ), -inverse( target.y() ), 0,
+ -inverse( right.z() ), -inverse( up.z() ), -inverse( target.z() ), scale,
+ 0, 0, -nearFar, 0
+ );
+ matrix4_multiply_by_matrix4( m_doom3Projection, test );
+#elif 0
+ 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 );
+ Vector3 rightB( vector3_cross( rightA, m_lightTarget ) );
+ Plane3 right( vector3_normalised( vector3_cross( rightA, rightB ) ) * ( 1.0 / 128 ), 0 );
+ Vector3 bottomA( m_lightTarget - m_lightUp );
+ Vector3 bottomB( vector3_cross( bottomA, m_lightTarget ) );
+ Plane3 bottom( vector3_normalised( vector3_cross( bottomA, bottomB ) ) * ( 1.0 / 128 ), 0 );
+ Vector3 topA( m_lightTarget + m_lightUp );
+ Vector3 topB( vector3_cross( topA, m_lightTarget ) );
+ Plane3 top( vector3_normalised( vector3_cross( topA, topB ) ) * ( 1.0 / 128 ), 0 );
+ Plane3 front( vector3_normalised( m_lightTarget ) * ( 1.0 / 128 ), 1 );
+ Plane3 back( vector3_normalised( vector3_negated( m_lightTarget ) ) * ( 1.0 / 128 ), 0 );
+ Matrix4 test( matrix4_from_planes( plane3_flipped( left ), plane3_flipped( right ), plane3_flipped( bottom ), plane3_flipped( top ), plane3_flipped( front ), plane3_flipped( back ) ) );
+ 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 );
+#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();
+}
+};
+
+class LightInstance :
+ public TargetableInstance,
+ public TransformModifier,
+ public Renderable,
+ public SelectionTestable,
+ public RendererLight,
+ public PlaneSelectable,
+ public ComponentSelectionTestable
{
- if(strcmp(key,"_color") == 0)
- {
- if (sscanf(ValueForKey(e, "_color"),"%f %f %f",
- &e->color[0], &e->color[1], &e->color[2]) != 3)
- VectorSet(e->color, 1, 1, 1);
- }
- else if(strcmp(key,"spawnflags") == 0 ||
- strcmp(key,"fade") == 0 ||
- strcmp(key,"_light") == 0 ||
- strcmp(key,"light") == 0 ||
- strcmp(key,"scale") == 0)
- {
- Light_OnIntensityChanged(e);
- }
-}
-
-bool Entity_IsLight(entity_t *e)
+class TypeCasts
{
- return e->eclass != NULL && e->eclass->nShowFlags & ECLASS_LIGHT;//strncmp(ValueforKey(e, "classname"), "light") == 0
+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:
+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() );
+ 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 MemberCaller1<LightInstance, 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, &LightInstance::applyTransform> ApplyTransformCaller;
+
+void lightChanged(){
+ GlobalShaderCache().changed( *this );
+}
+typedef MemberCaller<LightInstance, &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();
+}
+};
-static void DrawLightSphere(entity_t * e, int nGLState, int pref)
+class LightNode :
+ public scene::Node::Symbiot,
+ public scene::Instantiable,
+ public scene::Cloneable,
+ public scene::Traversable::Observer
{
- const char *target = ValueForKey(e, "target");
- bool bIsSpotLight = !!target[0];
- //!\todo Write an API for modules to register preference settings, and make this preference module-specific.
- int nPasses = pref == 1 ? 3 : 2;
-
- g_QglTable.m_pfn_qglPushAttrib(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- g_QglTable.m_pfn_qglDepthMask(GL_FALSE);
- g_QglTable.m_pfn_qglEnable(GL_BLEND);
- g_QglTable.m_pfn_qglBlendFunc(GL_ONE, GL_ONE);
-
- // Arnout: TODO: spotlight rendering
- if (!(bIsSpotLight))
- {
- switch(pref)
- {
- case 1:
- g_QglTable.m_pfn_qglColor3f(e->color[0] * .05f,
- e->color[1] * .05f,
- e->color[2] * .05f);
- DrawSphere(e->origin, e->fLightEnvelope1[0], 16, nGLState);
- DrawSphere(e->origin, e->fLightEnvelope1[1], 16, nGLState);
- DrawSphere(e->origin, e->fLightEnvelope1[2], 16, nGLState);
- break;
- case 2:
- g_QglTable.m_pfn_qglColor3f(e->color[0] * .15f * .95f,
- e->color[1] * .15f * .95f,
- e->color[2] * .15f * .95f);
- DrawSphere(e->origin, e->fLightEnvelope2[0], 16, nGLState);
- DrawSphere(e->origin, e->fLightEnvelope2[1], 16, nGLState);
- break;
-
- }
- }
-
- g_QglTable.m_pfn_qglPopAttrib();
-}
-
-float F = 0.70710678f;
-// North, East, South, West
-vec3_t normals[8] = { { 0, F, F }, { F, 0, F }, { 0,-F, F }, {-F, 0, F },
- { 0, F,-F }, { F, 0,-F }, { 0,-F,-F }, {-F, 0,-F } };
-
-unsigned short 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 };
-
-void DrawLight(entity_t* e, int nGLState, int pref, int nViewType)
+class TypeCasts
{
- int i;
- // top, bottom, tleft, tright, bright, bleft
- vec3_t points[6];
- vec3_t vMid, vMin, vMax;
- VectorAdd(e->origin, e->eclass->mins, vMin);
- VectorAdd(e->origin, e->eclass->maxs, vMax);
- vMid[0] = (vMin[0] + vMax[0]) * 0.5;
- vMid[1] = (vMin[1] + vMax[1]) * 0.5;
- vMid[2] = (vMin[2] + vMax[2]) * 0.5;
-
- VectorSet(points[0], vMid[0], vMid[1], vMax[2]);
- VectorSet(points[1], vMid[0], vMid[1], vMin[2]);
- VectorSet(points[2], vMin[0], vMax[1], vMid[2]);
- VectorSet(points[3], vMax[0], vMax[1], vMid[2]);
- VectorSet(points[4], vMax[0], vMin[1], vMid[2]);
- VectorSet(points[5], vMin[0], vMin[1], vMid[2]);
-
- if (nGLState & DRAW_GL_LIGHTING)// && g_PrefsDlg.m_bGLLighting)
- {
- g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);// NOTE: comment to use gl_triangle_fan instead
- //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
- g_QglTable.m_pfn_qglVertex3fv(points[0]);
- g_QglTable.m_pfn_qglVertex3fv(points[2]);
- g_QglTable.m_pfn_qglNormal3fv(normals[0]);
- g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
- g_QglTable.m_pfn_qglVertex3fv(points[0]);//
- g_QglTable.m_pfn_qglVertex3fv(points[3]);//
- g_QglTable.m_pfn_qglNormal3fv(normals[1]);
- g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
- g_QglTable.m_pfn_qglVertex3fv(points[0]);//
- g_QglTable.m_pfn_qglVertex3fv(points[4]);//
- g_QglTable.m_pfn_qglNormal3fv(normals[2]);
- g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
- g_QglTable.m_pfn_qglVertex3fv(points[0]);//
- g_QglTable.m_pfn_qglVertex3fv(points[5]);//
- g_QglTable.m_pfn_qglNormal3fv(normals[3]);
- g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
- //g_QglTable.m_pfn_qglEnd();
- //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
-
- g_QglTable.m_pfn_qglVertex3fv(points[1]);
- g_QglTable.m_pfn_qglVertex3fv(points[2]);
- g_QglTable.m_pfn_qglNormal3fv(normals[7]);
- g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
- g_QglTable.m_pfn_qglVertex3fv(points[1]);//
- g_QglTable.m_pfn_qglVertex3fv(points[5]);//
- g_QglTable.m_pfn_qglNormal3fv(normals[6]);
- g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
- g_QglTable.m_pfn_qglVertex3fv(points[1]);//
- g_QglTable.m_pfn_qglVertex3fv(points[4]);//
- g_QglTable.m_pfn_qglNormal3fv(normals[5]);
- g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
- g_QglTable.m_pfn_qglVertex3fv(points[1]);//
- g_QglTable.m_pfn_qglVertex3fv(points[3]);//
- g_QglTable.m_pfn_qglNormal3fv(normals[4]);
- g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
- g_QglTable.m_pfn_qglEnd();
- }
- else if (nGLState & DRAW_GL_FILL)
- {
- vec3_t colors[4];
- VectorScale(e->color, 0.95, colors[0]);
- VectorScale(colors[0], 0.95, colors[1]);
- VectorScale(colors[1], 0.95, colors[2]);
- VectorScale(colors[2], 0.95, colors[3]);
- g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);// NOTE: comment to use gl_triangle_fan instead
- //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
- g_QglTable.m_pfn_qglColor3fv(colors[0]);
- g_QglTable.m_pfn_qglVertex3fv(points[0]);
- g_QglTable.m_pfn_qglVertex3fv(points[2]);
- g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
- g_QglTable.m_pfn_qglColor3fv(colors[1]);
- g_QglTable.m_pfn_qglVertex3fv(points[0]);//
- g_QglTable.m_pfn_qglVertex3fv(points[3]);//
- g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
- g_QglTable.m_pfn_qglColor3fv(colors[2]);
- g_QglTable.m_pfn_qglVertex3fv(points[0]);//
- g_QglTable.m_pfn_qglVertex3fv(points[4]);//
- g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
- g_QglTable.m_pfn_qglColor3fv(colors[3]);
- g_QglTable.m_pfn_qglVertex3fv(points[0]);//
- g_QglTable.m_pfn_qglVertex3fv(points[5]);//
- g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
- //g_QglTable.m_pfn_qglEnd();
- //g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
-
- g_QglTable.m_pfn_qglColor3fv(colors[0]);
- g_QglTable.m_pfn_qglVertex3fv(points[1]);
- g_QglTable.m_pfn_qglVertex3fv(points[2]);
- g_QglTable.m_pfn_qglVertex3fv(points[5]);
-
- g_QglTable.m_pfn_qglColor3fv(colors[1]);
- g_QglTable.m_pfn_qglVertex3fv(points[1]);//
- g_QglTable.m_pfn_qglVertex3fv(points[5]);//
- g_QglTable.m_pfn_qglVertex3fv(points[4]);
-
- g_QglTable.m_pfn_qglColor3fv(colors[2]);
- g_QglTable.m_pfn_qglVertex3fv(points[1]);//
- g_QglTable.m_pfn_qglVertex3fv(points[4]);//
- g_QglTable.m_pfn_qglVertex3fv(points[3]);
-
- g_QglTable.m_pfn_qglColor3fv(colors[3]);
- g_QglTable.m_pfn_qglVertex3fv(points[1]);//
- g_QglTable.m_pfn_qglVertex3fv(points[3]);//
- g_QglTable.m_pfn_qglVertex3fv(points[2]);
-
- g_QglTable.m_pfn_qglEnd();
- }
- else
- {
- g_QglTable.m_pfn_qglVertexPointer(3, GL_FLOAT, 0, points);
- g_QglTable.m_pfn_qglDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, indices);
- }
-
-
- // NOTE: prolly not relevant until some time..
- // check for DOOM lights
- if (strlen(ValueForKey(e, "light_right")) > 0) {
- vec3_t vRight, vUp, vTarget, vTemp;
- GetVectorForKey (e, "light_right", vRight);
- GetVectorForKey (e, "light_up", vUp);
- GetVectorForKey (e, "light_target", vTarget);
-
- g_QglTable.m_pfn_qglColor3f(0, 1, 0);
- g_QglTable.m_pfn_qglBegin(GL_LINE_LOOP);
- VectorAdd(vTarget, e->origin, vTemp);
- VectorAdd(vTemp, vRight, vTemp);
- VectorAdd(vTemp, vUp, vTemp);
- g_QglTable.m_pfn_qglVertex3fv(e->origin);
- g_QglTable.m_pfn_qglVertex3fv(vTemp);
- VectorAdd(vTarget, e->origin, vTemp);
- VectorAdd(vTemp, vUp, vTemp);
- VectorSubtract(vTemp, vRight, vTemp);
- g_QglTable.m_pfn_qglVertex3fv(e->origin);
- g_QglTable.m_pfn_qglVertex3fv(vTemp);
- VectorAdd(vTarget, e->origin, vTemp);
- VectorAdd(vTemp, vRight, vTemp);
- VectorSubtract(vTemp, vUp, vTemp);
- g_QglTable.m_pfn_qglVertex3fv(e->origin);
- g_QglTable.m_pfn_qglVertex3fv(vTemp);
- VectorAdd(vTarget, e->origin, vTemp);
- VectorSubtract(vTemp, vUp, vTemp);
- VectorSubtract(vTemp, vRight, vTemp);
- g_QglTable.m_pfn_qglVertex3fv(e->origin);
- g_QglTable.m_pfn_qglVertex3fv(vTemp);
- g_QglTable.m_pfn_qglEnd();
-
- }
-
- if(nGLState & DRAW_GL_FILL)
- {
- DrawLightSphere(e, nGLState, pref);
- }
- else
- {
- // Arnout: FIXME: clean this up a bit
- // now draw lighting radius stuff...
- if (pref)
- {
- bool bDrawSpotlightArc = false;
- int nPasses = pref == 1 ? 3 : 2;
-
- const char *target = ValueForKey(e, "target");
- bool bIsSpotLight = !!target[0];
-
- /*!\todo Spotlight..
- if (bIsSpotLight)
- {
- // find the origin of the target...
- entity_t *e = FindEntity("targetname", target);
-
- if (e)
- bDrawSpotlightArc = true;
- }
- */
-
- g_QglTable.m_pfn_qglPushAttrib(GL_LINE_BIT);
- g_QglTable.m_pfn_qglLineStipple(8, 0xAAAA);
- g_QglTable.m_pfn_qglEnable(GL_LINE_STIPPLE);
-
- float* envelope = (pref == 1) ? e->fLightEnvelope1 : e->fLightEnvelope2;
- for (int iPass = 0; iPass < nPasses; iPass++)
- {
- float fRadius = envelope[iPass];
-
- g_QglTable.m_pfn_qglBegin(GL_LINE_LOOP);
-
- if (bIsSpotLight)
- {
- if (bDrawSpotlightArc)
- {
- // I give up on this, it's beyond me
- }
- }
- else
- {
- if (fRadius > 0)
- {
- int i;
- float ds, dc;
-
- for (i = 0; i <= 24; i++)
- {
- ds = sin((i * 2 * Q_PI) / 24);
- dc = cos((i * 2 * Q_PI) / 24);
-
- switch (nViewType)
- {
- case 2:
- g_QglTable.m_pfn_qglVertex3f(e->origin[0] + fRadius * dc,
- e->origin[1] + fRadius * ds,
- e->origin[2]);
- break;
- case 1:
- g_QglTable.m_pfn_qglVertex3f(e->origin[0] + fRadius * dc,
- e->origin[1],
- e->origin[2] + fRadius * ds);
- break;
- case 0:
- g_QglTable.m_pfn_qglVertex3f(e->origin[0],
- e->origin[1] + fRadius * dc,
- e->origin[2] + fRadius * ds);
- break;
- }
- }
- }
- }
- g_QglTable.m_pfn_qglEnd();
- }
- g_QglTable.m_pfn_qglPopAttrib();
- }
- }
+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 );
+ }
+}
+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 );
+}
+};
+
+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";
+#endif
+ }
+ 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" );
+}
+
+scene::Node& New_Light( EntityClass* eclass ){
+ return ( new LightNode( eclass ) )->node();
+}