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159 lines
4.9 KiB
C++
159 lines
4.9 KiB
C++
//
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// RenderableLightEntityItem.cpp
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// interface/src
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//
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// Created by Brad Hefta-Gaub on 8/6/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/quaternion.hpp>
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#include <GLMHelpers.h>
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#include <PerfStat.h>
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#include "RenderableLightEntityItem.h"
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EntityItemPointer RenderableLightEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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EntityItemPointer entity{ new RenderableLightEntityItem(entityID) };
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entity->setProperties(properties);
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return entity;
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}
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RenderableLightEntityItem::RenderableLightEntityItem(const EntityItemID& entityItemID) : LightEntityItem(entityItemID)
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{
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}
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bool RenderableLightEntityItem::addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
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_myItem = scene->allocateID();
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auto renderItem = std::make_shared<LightPayload>();
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updateRenderItemFromEntity((*renderItem));
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auto renderPayload = std::make_shared<LightPayload::Payload>(renderItem);
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render::Item::Status::Getters statusGetters;
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makeEntityItemStatusGetters(self, statusGetters);
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renderPayload->addStatusGetters(statusGetters);
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pendingChanges.resetItem(_myItem, renderPayload);
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return true;
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}
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void RenderableLightEntityItem::somethingChangedNotification() {
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if (_lightPropertiesChanged) {
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notifyChanged();
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}
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LightEntityItem::somethingChangedNotification();
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}
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void RenderableLightEntityItem::removeFromScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
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pendingChanges.removeItem(_myItem);
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render::Item::clearID(_myItem);
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}
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void RenderableLightEntityItem::locationChanged(bool tellPhysics) {
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EntityItem::locationChanged(tellPhysics);
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notifyChanged();
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}
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void RenderableLightEntityItem::dimensionsChanged() {
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EntityItem::dimensionsChanged();
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notifyChanged();
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}
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void RenderableLightEntityItem::checkFading() {
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bool transparent = isTransparent();
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if (transparent != _prevIsTransparent) {
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notifyChanged();
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_isFading = false;
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_prevIsTransparent = transparent;
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}
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}
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void RenderableLightEntityItem::notifyChanged() {
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if (!render::Item::isValidID(_myItem)) {
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return;
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}
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render::PendingChanges pendingChanges;
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render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
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updateLightFromEntity(pendingChanges);
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scene->enqueuePendingChanges(pendingChanges);
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}
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bool RenderableLightEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElementPointer& element, float& distance,
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BoxFace& face, glm::vec3& surfaceNormal,
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void** intersectedObject, bool precisionPicking) const {
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// TODO: consider if this is really what we want to do. We've made it so that "lights are pickable" is a global state
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// this is probably reasonable since there's typically only one tree you'd be picking on at a time. Technically we could
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// be on the clipboard and someone might be trying to use the ray intersection API there. Anyway... if you ever try to
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// do ray intersection testing off of trees other than the main tree of the main entity renderer, then we'll need to
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// fix this mechanism.
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return _lightsArePickable;
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}
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void RenderableLightEntityItem::updateLightFromEntity(render::PendingChanges& pendingChanges) {
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if (!render::Item::isValidID(_myItem)) {
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return;
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}
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pendingChanges.updateItem<LightPayload>(_myItem, [&](LightPayload& data) {
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updateRenderItemFromEntity(data);
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});
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}
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void RenderableLightEntityItem::updateRenderItemFromEntity(LightPayload& lightPayload) {
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auto entity = this;
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lightPayload.setVisible(entity->getVisible());
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auto light = lightPayload.editLight();
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light->setPosition(entity->getPosition());
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light->setOrientation(entity->getRotation());
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bool success;
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lightPayload.editBound() = entity->getAABox(success);
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if (!success) {
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lightPayload.editBound() = render::Item::Bound();
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}
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glm::vec3 dimensions = entity->getDimensions();
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float largestDiameter = glm::compMax(dimensions);
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light->setMaximumRadius(largestDiameter / 2.0f);
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light->setColor(toGlm(entity->getXColor()));
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float intensity = entity->getIntensity();//* entity->getFadingRatio();
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light->setIntensity(intensity);
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light->setFalloffRadius(entity->getFalloffRadius());
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float exponent = entity->getExponent();
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float cutoff = glm::radians(entity->getCutoff());
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if (!entity->getIsSpotlight()) {
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light->setType(model::Light::POINT);
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} else {
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light->setType(model::Light::SPOT);
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light->setSpotAngle(cutoff);
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light->setSpotExponent(exponent);
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}
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}
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