+/*
+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)
-{
- int i, j;
- float dt = (float) (2 * Q_PI / (float) sides);
- float dp = (float) (Q_PI / (float) sides);
- float t, p;
- vec3_t v;
+#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;
- 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));
+ 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);
- VectorPolar(v, radius, t, p);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
- VectorPolar(v, radius, t, p + dp);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p + dp), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
- VectorPolar(v, radius, t + dt, p + dp);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
- VectorPolar(v, radius, t, p);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
- VectorPolar(v, radius, t + dt, p + dp);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
- VectorPolar(v, radius, t + dt, p);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
}
}
- p = (float) ((sides - 1) * dp - (Q_PI / 2));
- for (i = 0; i <= sides - 1; i++) {
- t = i * dt;
+ {
+ const double p = (sides - 1) * dp - (c_pi / 2.0);
+ for (int i = 0; i <= sides - 1; ++i)
+ {
+ const double t = i * dt;
- VectorPolar(v, radius, t, p);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
- VectorPolar(v, radius, t + dt, p + dp);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
- VectorPolar(v, radius, t + dt, p);
- VectorAdd(v, center, v);
- g_QglTable.m_pfn_qglVertex3fv(v);
+ {
+ Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
+ glVertex3fv(vector3_to_array(v));
+ }
+ }
}
- g_QglTable.m_pfn_qglEnd();
+ glEnd();
}
-#define LIGHT_ATTEN_LINEAR 1
-#define LIGHT_ATTEN_ANGLE 2
-#define LIGHT_ATTEN_DISTANCE 4
+void sphere_draw_wire(const Vector3& origin, float radius, int sides)
+{
+ {
+ glBegin(GL_LINE_LOOP);
-#define LIGHT_Q3A_DEFAULT (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE)
-#define LIGHT_WOLF_DEFAULT (LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE)
+ 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]
+ );
+ }
-float CalculateEnvelopeForLight(entity_t * e, float fFalloffTolerance)
-{
- 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
+ glEnd();
+ }
- // set default flags
- iLightFlags = LIGHT_WOLF_DEFAULT;
+ {
+ glBegin(GL_LINE_LOOP);
- // inverse distance squared attenuation?
- if (iSpawnFlags & 1) {
- iLightFlags &= ~LIGHT_ATTEN_LINEAR;
- iLightFlags |= LIGHT_ATTEN_ANGLE;
+ 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)
+ );
}
- // 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
+ glEnd();
+ }
+
+ {
+ glBegin(GL_LINE_LOOP);
- return fEnvelope;
+ 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();
+ }
}
-float CalculateLightRadius(entity_t * e, bool outer)
+void light_draw_box_lines(const Vector3& origin, const Vector3 points[8])
{
- 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
+ //draw lines from the center of the bbox to the corners
+ glBegin(GL_LINES);
- if (!outer) {
- if (iSpawnFlags & 2)
- fIntensity *= .9f;
- else
- fIntensity *= .25f;
- }
- // set light scale (sof2)
- fScale = FloatForKey(e, "scale");
- if (fScale <= 0.f)
- fScale = 1.f;
- fIntensity *= fScale;
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[1]));
- fEnvelope = fIntensity;
- } else {
- float fPointScale = 7500.f;
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[5]));
- if (outer)
- fEnvelope = sqrt(fIntensity * fPointScale / 48.f);
- else
- fEnvelope = sqrt(fIntensity * fPointScale / 255.f);
- }
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[2]));
- return fEnvelope;
-}
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[6]));
-void Light_OnIntensityChanged(entity_t* e)
-{
- e->fLightEnvelope1[0] = CalculateEnvelopeForLight(e, 1.f);
- e->fLightEnvelope1[1] = CalculateEnvelopeForLight(e, 48.f);
- e->fLightEnvelope1[2] = CalculateEnvelopeForLight(e, 255.f);
+ glVertex3fv(vector3_to_array(origin));
+ glVertex3fv(vector3_to_array(points[0]));
- e->fLightEnvelope2[0] = CalculateLightRadius(e, TRUE);
- e->fLightEnvelope2[1] = CalculateLightRadius(e, FALSE);
+ 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_OnKeyValueChanged(entity_t *e, const char *key, const char* value)
+void light_draw_radius_wire(const Vector3& origin, const float envelope[3])
{
- 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);
- }
+ 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);
}
-bool Entity_IsLight(entity_t *e)
+void light_draw_radius_fill(const Vector3& origin, const float envelope[3])
{
- return e->eclass != NULL && e->eclass->nShowFlags & ECLASS_LIGHT;//strncmp(ValueforKey(e, "classname"), "light") == 0
+ 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);
}
-static void DrawLightSphere(entity_t * e, int nGLState, int pref)
+void light_vertices(const AABB& aabb_light, Vector3 points[6])
{
- 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();
+ 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]);
}
-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)
+void light_draw(const AABB& aabb_light, RenderStateFlags state)
{
-// 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();
+ 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
{
- g_QglTable.m_pfn_qglVertexPointer(3, GL_FLOAT, 0, points);
- g_QglTable.m_pfn_qglDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, indices);
+ 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);
- g_QglTable.m_pfn_qglColor3f(0, 1, 0);
- g_QglTable.m_pfn_qglBegin(GL_LINE_LOOP);
+ glColor3f(0, 1, 0);
+ glBegin(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);
+ glVertex3fv(e->origin);
+ glVertex3fv(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);
+ glVertex3fv(e->origin);
+ glVertex3fv(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);
+ glVertex3fv(e->origin);
+ glVertex3fv(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();
+ 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;
+
- if(nGLState & DRAW_GL_FILL)
+bool spawnflags_linear(int flags)
+{
+ if( g_lightType == LIGHTTYPE_RTCW )
{
- DrawLightSphere(e, nGLState, pref);
+ // Spawnflags :
+ // 1: nonlinear
+ // 2: angle
+
+ return !(flags & 1);
}
else
{
- // Arnout: FIXME: clean this up a bit
- // now draw lighting radius stuff...
- if (pref)
+ // 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)
{
- bool bDrawSpotlightArc = false;
- int nPasses = pref == 1 ? 3 : 2;
+ intensity = m_secondaryIntensity;
+ }
- const char *target = ValueForKey(e, "target");
- bool bIsSpotLight = !!target[0];
+ intensity *= m_scale;
- /*!\todo Spotlight..
- if (bIsSpotLight)
- {
- // find the origin of the target...
- entity_t *e = FindEntity("targetname", target);
+ 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);
+ }
+ }
- if (e)
- bDrawSpotlightArc = true;
- }
- */
+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;
+};
- g_QglTable.m_pfn_qglPushAttrib(GL_LINE_BIT);
- g_QglTable.m_pfn_qglLineStipple(8, 0xAAAA);
- g_QglTable.m_pfn_qglEnable(GL_LINE_STIPPLE);
+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;
+ }
- 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();
+ 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
+{
+ 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
+{
+ 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 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;
+ }
+
+
+ mutable Matrix4 m_projectionOrientation;
+
+ void renderSolid(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected) const
+ {
+ renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly);
+ renderer.SetState(m_colour.state(), Renderer::eFullMaterials);
+ renderer.addRenderable(*this, localToWorld);
+
+ if(selected && g_lightRadii && string_empty(m_entity.getKeyValue("target")))
+ {
+ if(renderer.getStyle() == Renderer::eFullMaterials)
+ {
+ renderer.SetState(RenderLightRadiiFill::m_state, Renderer::eFullMaterials);
+ renderer.Highlight(Renderer::ePrimitive, false);
+ renderer.addRenderable(m_radii_fill, localToWorld);
+ }
+ else
+ {
+ renderer.addRenderable(m_radii_wire, localToWorld);
+ }
+ }
+
+ renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eFullMaterials);
+
+ if(g_lightType == LIGHTTYPE_DOOM3 && selected)
+ {
+ if(isProjected())
+ {
+ projection();
+ m_projectionOrientation = rotation();
+ vector4_to_vector3(m_projectionOrientation.t()) = localAABB().origin;
+ renderer.addRenderable(m_renderProjection, m_projectionOrientation);
+ }
+ else
+ {
+ updateLightRadiiBox();
+ renderer.addRenderable(m_radii_box, localToWorld);
+ }
+
+ //draw the center of the light
+ if(m_doom3Radius.m_useCenterKey)
+ {
+ renderer.Highlight(Renderer::ePrimitive, false);
+ renderer.Highlight(Renderer::eFace, false);
+ renderer.SetState(m_render_center.m_state, Renderer::eFullMaterials);
+ renderer.SetState(m_render_center.m_state, Renderer::eWireframeOnly);
+ renderer.addRenderable(m_render_center, localToWorld);
+ }
+ }
+ }
+ void renderWireframe(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected) const
+ {
+ renderSolid(renderer, volume, localToWorld, selected);
+ if(g_showNames)
+ {
+ renderer.addRenderable(m_renderName, localToWorld);
+ }
+ }
+
+ void testSelect(Selector& selector, SelectionTest& test, const Matrix4& localToWorld)
+ {
+ test.BeginMesh(localToWorld);
+
+ SelectionIntersection best;
+ aabb_testselect(m_aabb_light, test, best);
+ if(best.valid())
+ {
+ selector.addIntersection(best);
+ }
+ }
+
+ void translate(const Vector3& translation)
+ {
+ m_aabb_light.origin = origin_translated(m_aabb_light.origin, translation);
+ }
+ void rotate(const Quaternion& rotation)
+ {
+ rotation_rotate(m_rotation, rotation);
+ }
+ void snapto(float snap)
+ {
+ if(g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty())
+ {
+ m_useLightOrigin = true;
+ m_lightOrigin = m_originKey.m_origin;
+ }
+
+ if(m_useLightOrigin)
+ {
+ m_lightOrigin = origin_snapped(m_lightOrigin, snap);
+ writeLightOrigin();
+ }
+ else
+ {
+ m_originKey.m_origin = origin_snapped(m_originKey.m_origin, snap);
+ m_originKey.write(&m_entity);
+ }
+ }
+ void setLightRadius(const AABB& aabb)
+ {
+ m_aabb_light.origin = aabb.origin;
+ m_doom3Radius.m_radiusTransformed = aabb.extents;
+ }
+ void transformLightRadius(const Matrix4& transform)
+ {
+ matrix4_transform_point(transform, m_aabb_light.origin);
+ }
+ void revertTransform()
+ {
+ m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
+ rotation_assign(m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation);
+ m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
+ }
+ void freezeTransform()
+ {
+ if(g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty())
+ {
+ m_useLightOrigin = true;
+ }
+
+ if(m_useLightOrigin)
+ {
+ m_lightOrigin = m_aabb_light.origin;
+ writeLightOrigin();
+ }
+ else
+ {
+ m_originKey.m_origin = m_aabb_light.origin;
+ m_originKey.write(&m_entity);
+ }
+
+ if(g_lightType == LIGHTTYPE_DOOM3)
+ {
+ if(!m_useLightRotation && !m_traverse.empty())
+ {
+ m_useLightRotation = true;
+ }
+
+ if(m_useLightRotation)
+ {
+ rotation_assign(m_lightRotation, m_rotation);
+ write_rotation(m_lightRotation, &m_entity, "light_rotation");
+ }
+
+ rotation_assign(m_rotationKey.m_rotation, m_rotation);
+ write_rotation(m_rotationKey.m_rotation, &m_entity);
+
+ m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
+ write_origin(m_doom3Radius.m_radius, &m_entity, "light_radius");
+ }
+ }
+ void transformChanged()
+ {
+ revertTransform();
+ m_evaluateTransform();
+ updateOrigin();
+ }
+ typedef MemberCaller<Light, &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
+{
+ class TypeCasts
+ {
+ InstanceTypeCastTable m_casts;
+ public:
+ TypeCasts()
+ {
+ m_casts = TargetableInstance::StaticTypeCasts::instance().get();
+ InstanceContainedCast<LightInstance, Bounded>::install(m_casts);
+ //InstanceContainedCast<LightInstance, Cullable>::install(m_casts);
+ InstanceStaticCast<LightInstance, Renderable>::install(m_casts);
+ InstanceStaticCast<LightInstance, SelectionTestable>::install(m_casts);
+ InstanceStaticCast<LightInstance, Transformable>::install(m_casts);
+ InstanceStaticCast<LightInstance, PlaneSelectable>::install(m_casts);
+ InstanceStaticCast<LightInstance, ComponentSelectionTestable>::install(m_casts);
+ InstanceIdentityCast<LightInstance>::install(m_casts);
+ }
+ InstanceTypeCastTable& get()
+ {
+ return m_casts;
+ }
+ };
+
+ Light& m_contained;
+ DragPlanes m_dragPlanes;// dragplanes for lightresizing using mousedrag
+public:
+ 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();
+ }
+};
+
+class LightNode :
+ public scene::Node::Symbiot,
+ public scene::Instantiable,
+ public scene::Cloneable,
+ public scene::Traversable::Observer
+{
+ class TypeCasts
+ {
+ NodeTypeCastTable m_casts;
+ public:
+ TypeCasts()
+ {
+ NodeStaticCast<LightNode, scene::Instantiable>::install(m_casts);
+ NodeStaticCast<LightNode, scene::Cloneable>::install(m_casts);
+ if(g_lightType == LIGHTTYPE_DOOM3)
+ {
+ NodeContainedCast<LightNode, scene::Traversable>::install(m_casts);
+ }
+ NodeContainedCast<LightNode, Editable>::install(m_casts);
+ NodeContainedCast<LightNode, Snappable>::install(m_casts);
+ NodeContainedCast<LightNode, TransformNode>::install(m_casts);
+ NodeContainedCast<LightNode, Entity>::install(m_casts);
+ NodeContainedCast<LightNode, Nameable>::install(m_casts);
+ NodeContainedCast<LightNode, Namespaced>::install(m_casts);
+ }
+ NodeTypeCastTable& get()
+ {
+ return m_casts;
+ }
+ };
+
+
+ scene::Node m_node;
+ InstanceSet m_instances;
+ Light m_contained;
+
+ 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();
+}