/* 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 "light.h" #include #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( sides ); const double dp = c_pi / static_cast( 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( origin[0] + radius * dc ), static_cast( 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( origin[0] + radius * dc ), origin[1], static_cast( 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( origin[1] + radius * dc ), static_cast( 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 MemberCaller PrimaryIntensityChangedCaller; void secondaryIntensityChanged(const char *value) { m_secondaryIntensity = string_read_float(value); calculateRadii(); } typedef MemberCaller SecondaryIntensityChangedCaller; void scaleChanged(const char *value) { m_scale = string_read_float(value); if (m_scale <= 0.0f) { m_scale = 1.0f; } calculateRadii(); } typedef MemberCaller ScaleChangedCaller; void fadeChanged(const char *value) { m_fade = string_read_float(value); if (m_fade <= 0.0f) { m_fade = 1.0f; } calculateRadii(); } typedef MemberCaller FadeChangedCaller; void flagsChanged(const char *value) { m_flags = string_read_int(value); calculateRadii(); } typedef MemberCaller 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 MemberCaller 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 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 { const Vector3 &m_center; EntityClass &m_eclass; public: 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; 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))); // 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 { 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 { 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 MemberCaller ValueChangedCaller; Shader *get() const { return m_shader.get(); } }; const char *LightShader::m_defaultShader = ""; inline const BasicVector4 &plane3_to_vector4(const Plane3 &self) { return reinterpret_cast &>( self ); } inline BasicVector4 &plane3_to_vector4(Plane3 &self) { return reinterpret_cast &>( 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::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 OriginChangedCaller; void lightOriginChanged(const char *value) { m_useLightOrigin = !string_empty(value); if (m_useLightOrigin) { read_origin(m_lightOrigin, value); } originChanged(); } typedef MemberCaller LightOriginChangedCaller; void lightTargetChanged(const char *value) { m_useLightTarget = !string_empty(value); if (m_useLightTarget) { read_origin(m_lightTarget, value); } projectionChanged(); } typedef MemberCaller LightTargetChangedCaller; void lightUpChanged(const char *value) { m_useLightUp = !string_empty(value); if (m_useLightUp) { read_origin(m_lightUp, value); } projectionChanged(); } typedef MemberCaller LightUpChangedCaller; void lightRightChanged(const char *value) { m_useLightRight = !string_empty(value); if (m_useLightRight) { read_origin(m_lightRight, value); } projectionChanged(); } typedef MemberCaller LightRightChangedCaller; void lightStartChanged(const char *value) { m_useLightStart = !string_empty(value); if (m_useLightStart) { read_origin(m_lightStart, value); } projectionChanged(); } typedef MemberCaller LightStartChangedCaller; void lightEndChanged(const char *value) { m_useLightEnd = !string_empty(value); if (m_useLightEnd) { read_origin(m_lightEnd, value); } projectionChanged(); } typedef MemberCaller 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 RotationChangedCaller; void lightRotationChanged(const char *value) { m_useLightRotation = !string_empty(value); if (m_useLightRotation) { read_rotation(m_lightRotation, value); } rotationChanged(); } typedef MemberCaller 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; } 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 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( fabs(m_rotation[0] * bounds.extents[0]) + fabs(m_rotation[3] * bounds.extents[1]) + fabs(m_rotation[6] * bounds.extents[2])), static_cast( fabs(m_rotation[1] * bounds.extents[0]) + fabs(m_rotation[4] * bounds.extents[1]) + fabs(m_rotation[7] * bounds.extents[2])), static_cast( 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 { class TypeCasts { InstanceTypeCastTable m_casts; public: TypeCasts() { m_casts = TargetableInstance::StaticTypeCasts::instance().get(); InstanceContainedCast::install(m_casts); //InstanceContainedCast::install(m_casts); InstanceStaticCast::install(m_casts); InstanceStaticCast::install(m_casts); InstanceStaticCast::install(m_casts); InstanceStaticCast::install(m_casts); InstanceStaticCast::install(m_casts); InstanceIdentityCast::install(m_casts); } InstanceTypeCastTable &get() { return m_casts; } }; Light &m_contained; DragPlanes m_dragPlanes; // dragplanes for lightresizing using mousedrag public: typedef LazyStatic StaticTypeCasts; Bounded &get(NullType) { 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 MemberCaller 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 ApplyTransformCaller; void lightChanged() { GlobalShaderCache().changed(*this); } typedef MemberCaller 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::install(m_casts); NodeStaticCast::install(m_casts); if (g_lightType == LIGHTTYPE_DOOM3) { NodeContainedCast::install(m_casts); } NodeContainedCast::install(m_casts); NodeContainedCast::install(m_casts); NodeContainedCast::install(m_casts); NodeContainedCast::install(m_casts); NodeContainedCast::install(m_casts); NodeContainedCast::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 StaticTypeCasts; scene::Traversable &get(NullType) { return m_contained.getTraversable(); } Editable &get(NullType) { return m_contained; } Snappable &get(NullType) { return m_contained; } TransformNode &get(NullType) { return m_contained.getTransformNode(); } Entity &get(NullType) { return m_contained.getEntity(); } Nameable &get(NullType) { return m_contained.getNameable(); } Namespaced &get(NullType) { 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::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::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(); }