Re-normalized the min and max distance related parameters in KREngine.mm
241 lines
8.9 KiB
C++
241 lines
8.9 KiB
C++
//
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// KRPointLight.cpp
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// KREngine
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//
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// Created by Kearwood Gilbert on 12-04-05.
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// Copyright (c) 2012 Kearwood Software. All rights reserved.
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//
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#include "KREngine-common.h"
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#include "KRPointLight.h"
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#include "KRMat4.h"
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#include "KRVector3.h"
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#include "KRCamera.h"
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#include "KRContext.h"
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#include "KRStockGeometry.h"
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KRPointLight::KRPointLight(KRScene &scene, std::string name) : KRLight(scene, name)
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{
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m_sphereVertices = NULL;
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m_cVertices = 0;
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}
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KRPointLight::~KRPointLight()
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{
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if(m_sphereVertices) {
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delete m_sphereVertices;
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m_cVertices = 0;
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}
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}
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std::string KRPointLight::getElementName() {
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return "point_light";
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}
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KRAABB KRPointLight::getBounds() {
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float influence_radius = sqrt((m_intensity / 100.0) / KRLIGHT_MIN_INFLUENCE - 1.0) + m_decayStart;
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return KRAABB(KRVector3(-influence_radius), KRVector3(influence_radius), getModelMatrix());
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}
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void KRPointLight::render(KRCamera *pCamera, std::vector<KRLight *> &lights, const KRViewport &viewport, KRNode::RenderPass renderPass)
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{
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KRLight::render(pCamera, lights, viewport, renderPass);
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bool bVisualize = renderPass == KRNode::RENDER_PASS_FORWARD_TRANSPARENT && pCamera->settings.bShowDeferred;
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if(renderPass == KRNode::RENDER_PASS_DEFERRED_LIGHTS || bVisualize) {
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// Lights are rendered on the second pass of the deferred renderer
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std::vector<KRLight *> this_light;
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this_light.push_back(this);
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KRVector3 light_position = getLocalTranslation();
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float influence_radius = sqrt((m_intensity / 100.0) / KRLIGHT_MIN_INFLUENCE - 1.0) + m_decayStart;
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KRMat4 sphereModelMatrix = KRMat4();
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sphereModelMatrix.scale(influence_radius);
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sphereModelMatrix.translate(light_position.x, light_position.y, light_position.z);
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float lod_coverage = getBounds().coverage(viewport.getViewProjectionMatrix(), viewport.getSize()); // This also checks the view frustrum culling
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if(lod_coverage > 0) { // Cull out any lights not within the view frustrum
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KRVector3 view_light_position = KRMat4::Dot(viewport.getViewMatrix(), light_position);
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bool bInsideLight = view_light_position.sqrMagnitude() <= (influence_radius + pCamera->settings.getPerspectiveNearZ()) * (influence_radius + pCamera->settings.getPerspectiveNearZ());
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KRShader *pShader = getContext().getShaderManager()->getShader(bVisualize ? "visualize_overlay" : (bInsideLight ? "light_point_inside" : "light_point"), pCamera, this_light, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
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if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, this_light, 0, renderPass)) {
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m_color.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR]);
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
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m_intensity / 100.0f
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));
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DECAY_START],
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getDecayStart()
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));
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_CUTOFF],
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KRLIGHT_MIN_INFLUENCE
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));
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light_position.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_POSITION]);
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if(bVisualize) {
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// Enable additive blending
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GLDEBUG(glEnable(GL_BLEND));
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GLDEBUG(glBlendFunc(GL_ONE, GL_ONE));
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}
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// Disable z-buffer write
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GLDEBUG(glDepthMask(GL_FALSE));
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if(bInsideLight) {
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// Disable z-buffer test
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GLDEBUG(glDisable(GL_DEPTH_TEST));
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// Render a full screen quad
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m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, NULL, 0, true, false, false, true, false, false, false);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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} else {
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#if GL_OES_vertex_array_object
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GLDEBUG(glBindVertexArrayOES(0));
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#endif
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m_pContext->getModelManager()->configureAttribs(true, false, false, false, false, false, false);
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// Render sphere of light's influence
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generateMesh();
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// Enable z-buffer test
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GLDEBUG(glEnable(GL_DEPTH_TEST));
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GLDEBUG(glDepthFunc(GL_LEQUAL));
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GLDEBUG(glDepthRangef(0.0, 1.0));
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GLDEBUG(glVertexAttribPointer(KRMesh::KRENGINE_ATTRIB_VERTEX, 3, GL_FLOAT, 0, 0, m_sphereVertices));
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GLDEBUG(glDrawArrays(GL_TRIANGLES, 0, m_cVertices));
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}
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}
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if(bVisualize) {
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// Enable alpha blending
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GLDEBUG(glEnable(GL_BLEND));
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GLDEBUG(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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}
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}
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}
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}
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void KRPointLight::generateMesh() {
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// Create a triangular facet approximation to a sphere
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// Based on algorithm from Paul Bourke: http://paulbourke.net/miscellaneous/sphere_cylinder/
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int iterations = 3;
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int facet_count = pow(4, iterations) * 8;
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if(m_cVertices != facet_count * 3) {
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if(m_sphereVertices) {
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free(m_sphereVertices);
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m_sphereVertices = NULL;
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}
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m_cVertices = facet_count * 3;
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class Facet3 {
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public:
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Facet3() {
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}
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~Facet3() {
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}
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KRVector3 p1;
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KRVector3 p2;
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KRVector3 p3;
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};
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std::vector<Facet3> f = std::vector<Facet3>(facet_count);
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int i,it;
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float a;
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KRVector3 p[6] = {
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KRVector3(0,0,1),
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KRVector3(0,0,-1),
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KRVector3(-1,-1,0),
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KRVector3(1,-1,0),
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KRVector3(1,1,0),
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KRVector3(-1,1,0)
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};
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KRVector3 pa,pb,pc;
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int nt = 0,ntold;
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/* Create the level 0 object */
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a = 1 / sqrt(2.0);
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for (i=0;i<6;i++) {
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p[i].x *= a;
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p[i].y *= a;
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}
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f[0].p1 = p[0]; f[0].p2 = p[3]; f[0].p3 = p[4];
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f[1].p1 = p[0]; f[1].p2 = p[4]; f[1].p3 = p[5];
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f[2].p1 = p[0]; f[2].p2 = p[5]; f[2].p3 = p[2];
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f[3].p1 = p[0]; f[3].p2 = p[2]; f[3].p3 = p[3];
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f[4].p1 = p[1]; f[4].p2 = p[4]; f[4].p3 = p[3];
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f[5].p1 = p[1]; f[5].p2 = p[5]; f[5].p3 = p[4];
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f[6].p1 = p[1]; f[6].p2 = p[2]; f[6].p3 = p[5];
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f[7].p1 = p[1]; f[7].p2 = p[3]; f[7].p3 = p[2];
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nt = 8;
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/* Bisect each edge and move to the surface of a unit sphere */
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for (it=0;it<iterations;it++) {
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ntold = nt;
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for (i=0;i<ntold;i++) {
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pa.x = (f[i].p1.x + f[i].p2.x) / 2;
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pa.y = (f[i].p1.y + f[i].p2.y) / 2;
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pa.z = (f[i].p1.z + f[i].p2.z) / 2;
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pb.x = (f[i].p2.x + f[i].p3.x) / 2;
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pb.y = (f[i].p2.y + f[i].p3.y) / 2;
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pb.z = (f[i].p2.z + f[i].p3.z) / 2;
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pc.x = (f[i].p3.x + f[i].p1.x) / 2;
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pc.y = (f[i].p3.y + f[i].p1.y) / 2;
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pc.z = (f[i].p3.z + f[i].p1.z) / 2;
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pa.normalize();
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pb.normalize();
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pc.normalize();
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f[nt].p1 = f[i].p1; f[nt].p2 = pa; f[nt].p3 = pc; nt++;
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f[nt].p1 = pa; f[nt].p2 = f[i].p2; f[nt].p3 = pb; nt++;
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f[nt].p1 = pb; f[nt].p2 = f[i].p3; f[nt].p3 = pc; nt++;
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f[i].p1 = pa;
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f[i].p2 = pb;
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f[i].p3 = pc;
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}
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}
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m_sphereVertices = (GLfloat *)malloc(sizeof(GLfloat) * m_cVertices * 3);
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assert(m_sphereVertices != NULL);
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GLfloat *pDest = m_sphereVertices;
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for(int facet_index=0; facet_index < facet_count; facet_index++) {
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*pDest++ = f[facet_index].p1.x;
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*pDest++ = f[facet_index].p1.y;
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*pDest++ = f[facet_index].p1.z;
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*pDest++ = f[facet_index].p2.x;
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*pDest++ = f[facet_index].p2.y;
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*pDest++ = f[facet_index].p2.z;
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*pDest++ = f[facet_index].p3.x;
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*pDest++ = f[facet_index].p3.y;
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*pDest++ = f[facet_index].p3.z;
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}
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}
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}
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