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https://github.com/lubosz/overte.git
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Merge pull request #4664 from samcake/orange
Teaching Project, Cleaning the interface for the default Sun light properties and more
This commit is contained in:
commit
29971a5c59
13 changed files with 475 additions and 29 deletions
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@ -41,7 +41,8 @@ panel.newSlider("Year Time", 0, 364,
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);
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panel.newSlider("Day Time", 0, 24,
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function(value) { Scene.setStageDayTime(value); },
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function(value) { Scene.setStageDayTime(value); panel.update("Light Direction"); },
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function() { return Scene.getStageDayTime(); },
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function(value) {
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var hour = Math.floor(value);
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@ -72,12 +73,36 @@ function runStageTime() {
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}
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Script.setInterval(runStageTime, tickTackPeriod);
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panel.newCheckbox("Enable Earth Sun Model",
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function(value) { Scene.setStageEarthSunModelEnable((value != 0)); },
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function() { return Scene.isStageEarthSunModelEnabled(); },
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function(value) { return (value); }
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);
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panel.newDirectionBox("Light Direction",
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function(value) { Scene.setSunDirection(value); },
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function() { return Scene.getSunDirection(); },
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function(value) { return value.x.toFixed(2) + "," + value.y.toFixed(2) + "," + value.z.toFixed(2); }
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);
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panel.newSlider("Light Intensity", 0.0, 5,
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function(value) { Scene.setSunIntensity(value); },
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function() { return Scene.getSunIntensity(); },
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function(value) { return (value).toFixed(2); }
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);
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panel.newSlider("Ambient Light Intensity", 0.0, 1.0,
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function(value) { Scene.setSunAmbientIntensity(value); },
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function() { return Scene.getSunAmbientIntensity(); },
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function(value) { return (value).toFixed(2); }
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);
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panel.newColorBox("Light Color",
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function(value) { Scene.setSunColor(value); },
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function() { return Scene.getSunColor(); },
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function(value) { return (value); } // "(" + value.x + "," = value.y + "," + value.z + ")"; }
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);
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Controller.mouseMoveEvent.connect(function panelMouseMoveEvent(event) { return panel.mouseMoveEvent(event); });
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Controller.mousePressEvent.connect( function panelMousePressEvent(event) { return panel.mousePressEvent(event); });
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Controller.mouseReleaseEvent.connect(function(event) { return panel.mouseReleaseEvent(event); });
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@ -12,6 +12,129 @@
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// The Slider class
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Slider = function(x,y,width,thumbSize) {
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this.background = Overlays.addOverlay("text", {
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backgroundColor: { red: 125, green: 125, blue: 255 },
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x: x,
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y: y,
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width: width,
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height: thumbSize,
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alpha: 1.0,
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backgroundAlpha: 0.5,
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visible: true
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});
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this.thumb = Overlays.addOverlay("text", {
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backgroundColor: { red: 255, green: 255, blue: 255 },
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x: x,
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y: y,
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width: thumbSize,
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height: thumbSize,
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alpha: 1.0,
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backgroundAlpha: 1.0,
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visible: true
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});
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this.thumbSize = thumbSize;
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this.thumbHalfSize = 0.5 * thumbSize;
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this.minThumbX = x + this.thumbHalfSize;
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this.maxThumbX = x + width - this.thumbHalfSize;
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this.thumbX = this.minThumbX;
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this.minValue = 0.0;
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this.maxValue = 1.0;
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this.clickOffsetX = 0;
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this.isMoving = false;
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this.updateThumb = function() {
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thumbTruePos = this.thumbX - 0.5 * this.thumbSize;
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Overlays.editOverlay(this.thumb, { x: thumbTruePos } );
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};
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this.isClickableOverlayItem = function(item) {
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return (item == this.thumb) || (item == this.background);
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};
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this.onMouseMoveEvent = function(event) {
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if (this.isMoving) {
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newThumbX = event.x - this.clickOffsetX;
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if (newThumbX < this.minThumbX) {
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newThumbX = this.minThumbX;
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}
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if (newThumbX > this.maxThumbX) {
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newThumbX = this.maxThumbX;
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}
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this.thumbX = newThumbX;
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this.updateThumb();
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this.onValueChanged(this.getValue());
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}
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};
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this.onMousePressEvent = function(event, clickedOverlay) {
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if (!this.isClickableOverlayItem(clickedOverlay)) {
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this.isMoving = false;
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return;
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}
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this.isMoving = true;
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var clickOffset = event.x - this.thumbX;
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if ((clickOffset > -this.thumbHalfSize) && (clickOffset < this.thumbHalfSize)) {
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this.clickOffsetX = clickOffset;
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} else {
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this.clickOffsetX = 0;
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this.thumbX = event.x;
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this.updateThumb();
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this.onValueChanged(this.getValue());
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}
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};
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this.onMouseReleaseEvent = function(event) {
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this.isMoving = false;
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};
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// Public members:
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this.setNormalizedValue = function(value) {
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if (value < 0.0) {
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this.thumbX = this.minThumbX;
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} else if (value > 1.0) {
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this.thumbX = this.maxThumbX;
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} else {
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this.thumbX = value * (this.maxThumbX - this.minThumbX) + this.minThumbX;
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}
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this.updateThumb();
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};
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this.getNormalizedValue = function() {
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return (this.thumbX - this.minThumbX) / (this.maxThumbX - this.minThumbX);
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};
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this.setValue = function(value) {
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var normValue = (value - this.minValue) / (this.maxValue - this.minValue);
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this.setNormalizedValue(normValue);
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};
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this.getValue = function() {
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return this.getNormalizedValue() * (this.maxValue - this.minValue) + this.minValue;
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};
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this.onValueChanged = function(value) {};
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this.destroy = function() {
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Overlays.deleteOverlay(this.background);
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Overlays.deleteOverlay(this.thumb);
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};
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this.setThumbColor = function(color) {
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Overlays.editOverlay(this.thumb, {backgroundColor: { red: color.x*255, green: color.y*255, blue: color.z*255 }});
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};
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this.setBackgroundColor = function(color) {
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Overlays.editOverlay(this.background, {backgroundColor: { red: color.x*255, green: color.y*255, blue: color.z*255 }});
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};
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}
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// The Checkbox class
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Checkbox = function(x,y,width,thumbSize) {
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this.thumb = Overlays.addOverlay("text", {
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backgroundColor: { red: 255, green: 255, blue: 255 },
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@ -52,6 +175,10 @@ Slider = function(x,y,width,thumbSize) {
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Overlays.editOverlay(this.thumb, { x: thumbTruePos } );
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};
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this.isClickableOverlayItem = function(item) {
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return item == this.background;
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};
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this.onMouseMoveEvent = function(event) {
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if (this.isMoving) {
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newThumbX = event.x - this.clickOffsetX;
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@ -67,7 +194,11 @@ Slider = function(x,y,width,thumbSize) {
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}
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};
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this.onMousePressEvent = function(event) {
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this.onMousePressEvent = function(event, clickedOverlay) {
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if (this.background != clickedOverlay) {
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this.isMoving = false;
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return;
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}
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this.isMoving = true;
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var clickOffset = event.x - this.thumbX;
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if ((clickOffset > -this.thumbHalfSize) && (clickOffset < this.thumbHalfSize)) {
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@ -118,6 +249,167 @@ Slider = function(x,y,width,thumbSize) {
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};
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}
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// The ColorBox class
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ColorBox = function(x,y,width,thumbSize) {
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var self = this;
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var slideHeight = thumbSize / 3;
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var sliderWidth = width;
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this.red = new Slider(x, y, width, slideHeight);
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this.green = new Slider(x, y + slideHeight, width, slideHeight);
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this.blue = new Slider(x, y + 2 * slideHeight, width, slideHeight);
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this.red.setBackgroundColor({x: 1, y: 0, z: 0});
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this.green.setBackgroundColor({x: 0, y: 1, z: 0});
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this.blue.setBackgroundColor({x: 0, y: 0, z: 1});
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this.isClickableOverlayItem = function(item) {
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return this.red.isClickableOverlayItem(item)
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|| this.green.isClickableOverlayItem(item)
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|| this.blue.isClickableOverlayItem(item);
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};
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this.onMouseMoveEvent = function(event) {
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this.red.onMouseMoveEvent(event);
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this.green.onMouseMoveEvent(event);
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this.blue.onMouseMoveEvent(event);
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};
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this.onMousePressEvent = function(event, clickedOverlay) {
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this.red.onMousePressEvent(event, clickedOverlay);
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if (this.red.isMoving) {
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return;
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}
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this.green.onMousePressEvent(event, clickedOverlay);
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if (this.green.isMoving) {
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return;
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}
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this.blue.onMousePressEvent(event, clickedOverlay);
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};
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this.onMouseReleaseEvent = function(event) {
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this.red.onMouseReleaseEvent(event);
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this.green.onMouseReleaseEvent(event);
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this.blue.onMouseReleaseEvent(event);
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};
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this.setterFromWidget = function(value) {
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var color = self.getValue();
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self.onValueChanged(color);
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self.updateRGBSliders(color);
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};
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this.red.onValueChanged = this.setterFromWidget;
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this.green.onValueChanged = this.setterFromWidget;
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this.blue.onValueChanged = this.setterFromWidget;
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this.updateRGBSliders = function(color) {
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this.red.setThumbColor({x: color.x, y: 0, z: 0});
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this.green.setThumbColor({x: 0, y: color.y, z: 0});
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this.blue.setThumbColor({x: 0, y: 0, z: color.z});
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};
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// Public members:
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this.setValue = function(value) {
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this.red.setValue(value.x);
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this.green.setValue(value.y);
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this.blue.setValue(value.z);
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this.updateRGBSliders(value);
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};
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this.getValue = function() {
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var value = {x:this.red.getValue(), y:this.green.getValue(),z:this.blue.getValue()};
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return value;
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};
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this.destroy = function() {
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this.red.destroy();
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this.green.destroy();
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this.blue.destroy();
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};
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this.onValueChanged = function(value) {};
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}
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// The DirectionBox class
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DirectionBox = function(x,y,width,thumbSize) {
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var self = this;
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var slideHeight = thumbSize / 2;
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var sliderWidth = width;
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this.yaw = new Slider(x, y, width, slideHeight);
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this.pitch = new Slider(x, y + slideHeight, width, slideHeight);
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this.yaw.setThumbColor({x: 1, y: 0, z: 0});
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this.yaw.minValue = -180;
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this.yaw.maxValue = +180;
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this.pitch.setThumbColor({x: 0, y: 0, z: 1});
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this.pitch.minValue = -1;
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this.pitch.maxValue = +1;
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this.isClickableOverlayItem = function(item) {
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return this.yaw.isClickableOverlayItem(item)
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|| this.pitch.isClickableOverlayItem(item);
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};
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this.onMouseMoveEvent = function(event) {
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this.yaw.onMouseMoveEvent(event);
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this.pitch.onMouseMoveEvent(event);
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};
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this.onMousePressEvent = function(event, clickedOverlay) {
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this.yaw.onMousePressEvent(event, clickedOverlay);
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if (this.yaw.isMoving) {
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return;
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}
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this.pitch.onMousePressEvent(event, clickedOverlay);
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};
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this.onMouseReleaseEvent = function(event) {
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this.yaw.onMouseReleaseEvent(event);
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this.pitch.onMouseReleaseEvent(event);
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};
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this.setterFromWidget = function(value) {
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var yawPitch = self.getValue();
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self.onValueChanged(yawPitch);
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};
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this.yaw.onValueChanged = this.setterFromWidget;
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this.pitch.onValueChanged = this.setterFromWidget;
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// Public members:
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this.setValue = function(direction) {
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var flatXZ = Math.sqrt(direction.x * direction.x + direction.z * direction.z);
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if (flatXZ > 0.0) {
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var flatX = direction.x / flatXZ;
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var flatZ = direction.z / flatXZ;
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var yaw = Math.acos(flatX) * 180 / Math.PI;
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if (flatZ < 0) {
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yaw = -yaw;
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}
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this.yaw.setValue(yaw);
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}
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this.pitch.setValue(direction.y);
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};
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this.getValue = function() {
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var dirZ = this.pitch.getValue();
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var yaw = this.yaw.getValue() * Math.PI / 180;
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var cosY = Math.sqrt(1 - dirZ*dirZ);
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var value = {x:cosY * Math.cos(yaw), y:dirZ, z: cosY * Math.sin(yaw)};
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return value;
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};
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this.destroy = function() {
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this.yaw.destroy();
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this.pitch.destroy();
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};
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this.onValueChanged = function(value) {};
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}
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var textFontSize = 16;
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@ -167,7 +459,12 @@ function PanelItem(name, setter, getter, displayer, x, y, textWidth, valueWidth,
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};
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this.setterFromWidget = function(value) {
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setter(value);
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Overlays.editOverlay(this.value, {text: this.displayer(getter())});
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// ANd loop back the value after the final setter has been called
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var value = getter();
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if (this.widget) {
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this.widget.setValue(value);
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}
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Overlays.editOverlay(this.value, {text: this.displayer(value)});
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};
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|
@ -219,9 +516,9 @@ Panel = function(x, y) {
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for (var i in this.items) {
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var widget = this.items[i].widget;
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if (clickedOverlay == widget.background) {
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if (widget.isClickableOverlayItem(clickedOverlay)) {
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this.activeWidget = widget;
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this.activeWidget.onMousePressEvent(event);
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this.activeWidget.onMousePressEvent(event, clickedOverlay);
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// print("clicked... widget=" + i);
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break;
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}
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|
@ -237,21 +534,63 @@ Panel = function(x, y) {
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this.newSlider = function(name, minValue, maxValue, setValue, getValue, displayValue) {
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var sliderItem = new PanelItem(name, setValue, getValue, displayValue, this.x, this.nextY, textWidth, valueWidth, rawHeight);
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var item = new PanelItem(name, setValue, getValue, displayValue, this.x, this.nextY, textWidth, valueWidth, rawHeight);
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var slider = new Slider(this.widgetX, this.nextY, widgetWidth, rawHeight);
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slider.minValue = minValue;
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slider.maxValue = maxValue;
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slider.onValueChanged = function(value) { sliderItem.setterFromWidget(value); };
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sliderItem.widget = slider;
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sliderItem.setter(getValue());
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this.items[name] = sliderItem;
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item.widget = slider;
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item.widget.onValueChanged = function(value) { item.setterFromWidget(value); };
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item.setter(getValue());
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this.items[name] = item;
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this.nextY += rawYDelta;
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// print("created Item... slider=" + name);
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};
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this.newCheckbox = function(name, setValue, getValue, displayValue) {
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var item = new PanelItem(name, setValue, getValue, displayValue, this.x, this.nextY, textWidth, valueWidth, rawHeight);
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var checkbox = new Checkbox(this.widgetX, this.nextY, widgetWidth, rawHeight);
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item.widget = checkbox;
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item.widget.onValueChanged = function(value) { item.setterFromWidget(value); };
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item.setter(getValue());
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this.items[name] = item;
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this.nextY += rawYDelta;
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// print("created Item... slider=" + name);
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};
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this.newColorBox = function(name, setValue, getValue, displayValue) {
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var item = new PanelItem(name, setValue, getValue, displayValue, this.x, this.nextY, textWidth, valueWidth, rawHeight);
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var colorBox = new ColorBox(this.widgetX, this.nextY, widgetWidth, rawHeight);
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item.widget = colorBox;
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item.widget.onValueChanged = function(value) { item.setterFromWidget(value); };
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item.setter(getValue());
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this.items[name] = item;
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this.nextY += rawYDelta;
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// print("created Item... colorBox=" + name);
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};
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this.newDirectionBox= function(name, setValue, getValue, displayValue) {
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var item = new PanelItem(name, setValue, getValue, displayValue, this.x, this.nextY, textWidth, valueWidth, rawHeight);
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var directionBox = new DirectionBox(this.widgetX, this.nextY, widgetWidth, rawHeight);
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item.widget = directionBox;
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item.widget.onValueChanged = function(value) { item.setterFromWidget(value); };
|
||||
item.setter(getValue());
|
||||
this.items[name] = item;
|
||||
this.nextY += rawYDelta;
|
||||
// print("created Item... directionBox=" + name);
|
||||
};
|
||||
|
||||
this.destroy = function() {
|
||||
for (var i in this.items) {
|
||||
this.items[i].destroy();
|
||||
|
@ -273,6 +612,15 @@ Panel = function(x, y) {
|
|||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
this.update = function(name) {
|
||||
var item = this.items[name];
|
||||
if (item != null) {
|
||||
return item.setter(item.getter());
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -3048,7 +3048,7 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
|
|||
{
|
||||
DependencyManager::get<DeferredLightingEffect>()->setAmbientLightMode(getRenderAmbientLight());
|
||||
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
|
||||
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity());
|
||||
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity(), skyStage->getSunLight()->getAmbientIntensity());
|
||||
DependencyManager::get<DeferredLightingEffect>()->setGlobalAtmosphere(skyStage->getAtmosphere());
|
||||
|
||||
PROFILE_RANGE("DeferredLighting");
|
||||
|
|
|
@ -64,6 +64,10 @@ void Light::setIntensity(float intensity) {
|
|||
editSchema()._intensity = intensity;
|
||||
}
|
||||
|
||||
void Light::setAmbientIntensity(float intensity) {
|
||||
editSchema()._ambientIntensity = intensity;
|
||||
}
|
||||
|
||||
void Light::setMaximumRadius(float radius) {
|
||||
if (radius <= 0.f) {
|
||||
radius = 1.0f;
|
||||
|
|
|
@ -244,6 +244,10 @@ public:
|
|||
void setShowContour(float show);
|
||||
float getShowContour() const { return getSchema()._control.w; }
|
||||
|
||||
// If the light has an ambient (Indirect) component, then the Ambientintensity can be used to control its contribution to the lighting
|
||||
void setAmbientIntensity(float intensity);
|
||||
float getAmbientIntensity() const { return getSchema()._ambientIntensity; }
|
||||
|
||||
// Spherical Harmonics storing the Ambien lighting approximation used for the Sun typed light
|
||||
void setAmbientSphere(const SphericalHarmonics& sphere) { _ambientSphere = sphere; }
|
||||
const SphericalHarmonics& getAmbientSphere() const { return _ambientSphere; }
|
||||
|
@ -254,14 +258,14 @@ public:
|
|||
public:
|
||||
Vec4 _position{0.0f, 0.0f, 0.0f, 1.0f};
|
||||
Vec3 _direction{0.0f, 0.0f, -1.0f};
|
||||
float _spare0{0.0f};
|
||||
float _ambientIntensity{0.0f};
|
||||
Color _color{1.0f};
|
||||
float _intensity{1.0f};
|
||||
Vec4 _attenuation{1.0f};
|
||||
Vec4 _spot{0.0f, 0.0f, 0.0f, 3.0f};
|
||||
Vec4 _shadow{0.0f};
|
||||
|
||||
Vec4 _control{0.0f};
|
||||
Vec4 _control{0.0f, 0.0f, 0.0f, 0.0f};
|
||||
|
||||
Schema() {}
|
||||
};
|
||||
|
|
|
@ -27,6 +27,7 @@ vec3 getLightDirection(Light l) { return l._direction.xyz; } // direction is -Z
|
|||
|
||||
vec3 getLightColor(Light l) { return l._color.rgb; }
|
||||
float getLightIntensity(Light l) { return l._color.w; }
|
||||
float getLightAmbientIntensity(Light l) { return l._direction.w; }
|
||||
|
||||
float evalLightAttenuation(Light l, float r) {
|
||||
float d = max(r - l._attenuation.x, 0.0);
|
||||
|
|
|
@ -203,6 +203,7 @@ SunSkyStage::SunSkyStage() :
|
|||
_sunLight->setType(Light::SUN);
|
||||
|
||||
setSunIntensity(1.0f);
|
||||
setSunAmbientIntensity(0.5f);
|
||||
setSunColor(Vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
// Default origin location is a special place in the world...
|
||||
|
@ -249,12 +250,26 @@ void SunSkyStage::setOriginLocation(float longitude, float latitude, float altit
|
|||
invalidate();
|
||||
}
|
||||
|
||||
void SunSkyStage::setEarthSunModelEnable(bool isEnabled) {
|
||||
_earthSunModelEnable = isEnabled;
|
||||
invalidate();
|
||||
}
|
||||
|
||||
void SunSkyStage::setSunColor(const Vec3& color) {
|
||||
_sunLight->setColor(color);
|
||||
}
|
||||
void SunSkyStage::setSunIntensity(float intensity) {
|
||||
_sunLight->setIntensity(intensity);
|
||||
}
|
||||
void SunSkyStage::setSunAmbientIntensity(float intensity) {
|
||||
_sunLight->setAmbientIntensity(intensity);
|
||||
}
|
||||
|
||||
void SunSkyStage::setSunDirection(const Vec3& direction) {
|
||||
if (!isEarthSunModelEnabled()) {
|
||||
_sunLight->setDirection(direction);
|
||||
}
|
||||
}
|
||||
|
||||
// THe sun declinaison calculus is taken from https://en.wikipedia.org/wiki/Position_of_the_Sun
|
||||
double evalSunDeclinaison(double dayNumber) {
|
||||
|
@ -271,19 +286,19 @@ void SunSkyStage::updateGraphicsObject() const {
|
|||
// And update the sunLAtitude as the declinaison depending of the time of the year
|
||||
_earthSunModel.setSunLatitude(evalSunDeclinaison(_yearTime));
|
||||
|
||||
Vec3d sunLightDir = -_earthSunModel.getSurfaceSunDir();
|
||||
_sunLight->setDirection(Vec3(sunLightDir.x, sunLightDir.y, sunLightDir.z));
|
||||
if (isEarthSunModelEnabled()) {
|
||||
Vec3d sunLightDir = -_earthSunModel.getSurfaceSunDir();
|
||||
_sunLight->setDirection(Vec3(sunLightDir.x, sunLightDir.y, sunLightDir.z));
|
||||
|
||||
double originAlt = _earthSunModel.getAltitude();
|
||||
_sunLight->setPosition(Vec3(0.0f, originAlt, 0.0f));
|
||||
double originAlt = _earthSunModel.getAltitude();
|
||||
_sunLight->setPosition(Vec3(0.0f, originAlt, 0.0f));
|
||||
}
|
||||
|
||||
static int firstTime = 0;
|
||||
if (firstTime == 0) {
|
||||
firstTime++;
|
||||
gpu::Shader::makeProgram(*(_skyPipeline->getProgram()));
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SunSkyStage::setSkybox(const SkyboxPointer& skybox) {
|
||||
|
|
|
@ -203,12 +203,22 @@ public:
|
|||
float getOriginLongitude() const { return _earthSunModel.getLongitude(); }
|
||||
float getOriginSurfaceAltitude() const { return _earthSunModel.getAltitude(); }
|
||||
|
||||
// Enable / disable the effect of the time and location on the sun direction and color
|
||||
void setEarthSunModelEnable(bool isEnabled);
|
||||
bool isEarthSunModelEnabled() const { return _earthSunModelEnable; }
|
||||
|
||||
// Sun properties
|
||||
void setSunColor(const Vec3& color);
|
||||
const Vec3& getSunColor() const { return getSunLight()->getColor(); }
|
||||
void setSunIntensity(float intensity);
|
||||
float getSunIntensity() const { return getSunLight()->getIntensity(); }
|
||||
void setSunAmbientIntensity(float intensity);
|
||||
float getSunAmbientIntensity() const { return getSunLight()->getAmbientIntensity(); }
|
||||
|
||||
// The sun direction is expressed in the world space
|
||||
void setSunDirection(const Vec3& direction);
|
||||
const Vec3& getSunDirection() const { return getSunLight()->getDirection(); }
|
||||
|
||||
LightPointer getSunLight() const { valid(); return _sunLight; }
|
||||
AtmospherePointer getAtmosphere() const { valid(); return _atmosphere; }
|
||||
|
||||
|
@ -223,10 +233,10 @@ protected:
|
|||
|
||||
gpu::PipelinePointer _skyPipeline;
|
||||
|
||||
float _dayTime;
|
||||
int _yearTime;
|
||||
|
||||
float _dayTime = 12.0f;
|
||||
int _yearTime = 0;
|
||||
mutable EarthSunModel _earthSunModel;
|
||||
bool _earthSunModelEnable = true;
|
||||
|
||||
mutable bool _invalid = true;
|
||||
void invalidate() const { _invalid = true; }
|
||||
|
|
|
@ -66,7 +66,7 @@ vec3 evalAmbienGlobalColor(float shadowAttenuation, vec3 position, vec3 normal,
|
|||
vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
|
||||
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
|
||||
|
||||
vec3 color = diffuse.rgb * getLightColor(light) * 0.5;
|
||||
vec3 color = diffuse.rgb * getLightColor(light) * getLightAmbientIntensity(light);
|
||||
|
||||
vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
|
||||
|
||||
|
@ -83,7 +83,7 @@ vec3 evalAmbienSphereGlobalColor(float shadowAttenuation, vec3 position, vec3 no
|
|||
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
|
||||
|
||||
vec3 ambientNormal = fragNormal.xyz;
|
||||
vec3 color = diffuse.rgb * 0.5 * evalSphericalLight(ambientSphere, ambientNormal).xyz;
|
||||
vec3 color = diffuse.rgb * evalSphericalLight(ambientSphere, ambientNormal).xyz * getLightAmbientIntensity(light);
|
||||
|
||||
vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
|
||||
|
||||
|
@ -112,7 +112,7 @@ vec3 evalLightmappedColor(float shadowAttenuation, vec3 normal, vec3 diffuse, ve
|
|||
vec3 diffuseLight = lightAttenuation * lightmap;
|
||||
|
||||
// ambient is a tiny percentage of the lightmap and only when in the shadow
|
||||
vec3 ambientLight = (1 - lightAttenuation) * 0.5 * lightmap;
|
||||
vec3 ambientLight = (1 - lightAttenuation) * lightmap * getLightAmbientIntensity(light);
|
||||
|
||||
return diffuse * (ambientLight + diffuseLight);
|
||||
}
|
||||
|
|
|
@ -554,11 +554,12 @@ void DeferredLightingEffect::setAmbientLightMode(int preset) {
|
|||
}
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setGlobalLight(const glm::vec3& direction, const glm::vec3& diffuse, float intensity) {
|
||||
void DeferredLightingEffect::setGlobalLight(const glm::vec3& direction, const glm::vec3& diffuse, float intensity, float ambientIntensity) {
|
||||
auto light = _allocatedLights.front();
|
||||
light->setDirection(direction);
|
||||
light->setColor(diffuse);
|
||||
light->setIntensity(intensity);
|
||||
light->setAmbientIntensity(ambientIntensity);
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setGlobalSkybox(const model::SkyboxPointer& skybox) {
|
||||
|
|
|
@ -73,7 +73,7 @@ public:
|
|||
|
||||
// update global lighting
|
||||
void setAmbientLightMode(int preset);
|
||||
void setGlobalLight(const glm::vec3& direction, const glm::vec3& diffuse, float intensity);
|
||||
void setGlobalLight(const glm::vec3& direction, const glm::vec3& diffuse, float intensity, float ambientIntensity);
|
||||
void setGlobalAtmosphere(const model::AtmospherePointer& atmosphere) { _atmosphere = atmosphere; }
|
||||
|
||||
void setGlobalSkybox(const model::SkyboxPointer& skybox);
|
||||
|
|
|
@ -50,7 +50,7 @@ void SceneScriptingInterface::setSunColor(const glm::vec3& color) {
|
|||
_skyStage->setSunColor(color);
|
||||
}
|
||||
|
||||
const glm::vec3& SceneScriptingInterface::getSunColor() const {
|
||||
glm::vec3 SceneScriptingInterface::getSunColor() const {
|
||||
return _skyStage->getSunColor();
|
||||
}
|
||||
|
||||
|
@ -62,6 +62,30 @@ float SceneScriptingInterface::getSunIntensity() const {
|
|||
return _skyStage->getSunIntensity();
|
||||
}
|
||||
|
||||
void SceneScriptingInterface::setSunAmbientIntensity(float intensity) {
|
||||
_skyStage->setSunAmbientIntensity(intensity);
|
||||
}
|
||||
|
||||
float SceneScriptingInterface::getSunAmbientIntensity() const {
|
||||
return _skyStage->getSunAmbientIntensity();
|
||||
}
|
||||
|
||||
void SceneScriptingInterface::setSunDirection(const glm::vec3& direction) {
|
||||
_skyStage->setSunDirection(direction);
|
||||
}
|
||||
|
||||
glm::vec3 SceneScriptingInterface::getSunDirection() const {
|
||||
return _skyStage->getSunDirection();
|
||||
}
|
||||
|
||||
void SceneScriptingInterface::setStageEarthSunModelEnable(bool isEnabled) {
|
||||
_skyStage->setEarthSunModelEnable(isEnabled);
|
||||
}
|
||||
|
||||
bool SceneScriptingInterface::isStageEarthSunModelEnabled() const {
|
||||
return _skyStage->isEarthSunModelEnabled();
|
||||
}
|
||||
|
||||
model::SunSkyStagePointer SceneScriptingInterface::getSkyStage() const {
|
||||
return _skyStage;
|
||||
}
|
||||
|
|
|
@ -38,10 +38,24 @@ public:
|
|||
Q_INVOKABLE void setStageYearTime(int day);
|
||||
Q_INVOKABLE int getStageYearTime() const;
|
||||
|
||||
Q_INVOKABLE void setStageEarthSunModelEnable(bool isEnabled);
|
||||
Q_INVOKABLE bool isStageEarthSunModelEnabled() const;
|
||||
|
||||
|
||||
Q_INVOKABLE void setSunColor(const glm::vec3& color);
|
||||
Q_INVOKABLE const glm::vec3& getSunColor() const;
|
||||
Q_INVOKABLE glm::vec3 getSunColor() const;
|
||||
Q_INVOKABLE void setSunIntensity(float intensity);
|
||||
Q_INVOKABLE float getSunIntensity() const;
|
||||
Q_INVOKABLE void setSunAmbientIntensity(float intensity);
|
||||
Q_INVOKABLE float getSunAmbientIntensity() const;
|
||||
|
||||
// Only valid if stage Earth Sun model is disabled
|
||||
Q_INVOKABLE void setSunDirection(const glm::vec3& direction);
|
||||
|
||||
Q_INVOKABLE glm::vec3 getSunDirection() const;
|
||||
|
||||
|
||||
|
||||
|
||||
model::SunSkyStagePointer getSkyStage() const;
|
||||
|
||||
|
|
Loading…
Reference in a new issue