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103 lines
4.4 KiB
C++
103 lines
4.4 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 <FBXReader.h>
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#include "InterfaceConfig.h"
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#include <DeferredLightingEffect.h>
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#include <PerfStat.h>
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#include <LightEntityItem.h>
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#include "Application.h"
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#include "Menu.h"
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#include "EntityTreeRenderer.h"
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#include "RenderableLightEntityItem.h"
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EntityItem* RenderableLightEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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return new RenderableLightEntityItem(entityID, properties);
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}
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void RenderableLightEntityItem::render(RenderArgs* args) {
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PerformanceTimer perfTimer("RenderableLightEntityItem::render");
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assert(getType() == EntityTypes::Light);
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glm::vec3 position = getPositionInMeters();
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glm::vec3 dimensions = getDimensions() * (float)TREE_SCALE;
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glm::quat rotation = getRotation();
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float largestDiameter = glm::max(dimensions.x, dimensions.y, dimensions.z);
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const float MAX_COLOR = 255.0f;
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float diffuseR = getDiffuseColor()[RED_INDEX] / MAX_COLOR;
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float diffuseG = getDiffuseColor()[GREEN_INDEX] / MAX_COLOR;
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float diffuseB = getDiffuseColor()[BLUE_INDEX] / MAX_COLOR;
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float ambientR = getAmbientColor()[RED_INDEX] / MAX_COLOR;
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float ambientG = getAmbientColor()[GREEN_INDEX] / MAX_COLOR;
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float ambientB = getAmbientColor()[BLUE_INDEX] / MAX_COLOR;
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float specularR = getSpecularColor()[RED_INDEX] / MAX_COLOR;
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float specularG = getSpecularColor()[GREEN_INDEX] / MAX_COLOR;
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float specularB = getSpecularColor()[BLUE_INDEX] / MAX_COLOR;
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glm::vec3 ambient = glm::vec3(ambientR, ambientG, ambientB);
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glm::vec3 diffuse = glm::vec3(diffuseR, diffuseG, diffuseB);
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glm::vec3 specular = glm::vec3(specularR, specularG, specularB);
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glm::vec3 direction = IDENTITY_FRONT * rotation;
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float constantAttenuation = getConstantAttenuation();
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float linearAttenuation = getLinearAttenuation();
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float quadraticAttenuation = getQuadraticAttenuation();
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float exponent = getExponent();
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float cutoff = glm::radians(getCutoff());
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bool disableLights = Menu::getInstance()->isOptionChecked(MenuOption::DisableLightEntities);
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if (!disableLights) {
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if (_isSpotlight) {
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DependencyManager::get<DeferredLightingEffect>()->addSpotLight(position, largestDiameter / 2.0f,
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ambient, diffuse, specular, constantAttenuation, linearAttenuation, quadraticAttenuation,
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direction, exponent, cutoff);
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} else {
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DependencyManager::get<DeferredLightingEffect>()->addPointLight(position, largestDiameter / 2.0f,
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ambient, diffuse, specular, constantAttenuation, linearAttenuation, quadraticAttenuation);
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}
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}
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#ifdef WANT_DEBUG
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glColor4f(diffuseR, diffuseG, diffuseB, 1.0f);
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glPushMatrix();
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glm::vec3 positionToCenter = center - position;
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glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
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glScalef(dimensions.x, dimensions.y, dimensions.z);
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DependencyManager::get<DeferredLightingEffect>()->renderWireSphere(0.5f, 15, 15);
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glPopMatrix();
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glPopMatrix();
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#endif
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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, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject, bool precisionPicking) const {
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// TODO: this isn't really correct because we don't know if we actually live in the main tree of the applications's
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// EntityTreeRenderer. But we probably do. Technically we could be on the clipboard and someone might be trying to
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// use the ray intersection API there. Anyway... if you ever try to do ray intersection testing off of trees other
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// than the main tree of the main entity renderer, then you'll need to fix this mechanism.
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return Application::getInstance()->getEntities()->getTree()->getLightsArePickable();
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}
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