📄 light.cpp
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- this file is part of rcssserver3D Fri May 9 2003 Copyright (C) 2002,2003 Koblenz University Copyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group $Id: light.cpp,v 1.8 2007/06/20 00:39:36 fruit Exp $ This program 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; version 2 of the License. This program 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 this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "light.h"#include <zeitgeist/logserver/logserver.h>#include <kerosin/openglserver/openglwrapper.h>#include <kerosin/openglserver/openglserver.h>using namespace boost;using namespace kerosin;using namespace salt;Light::Light() : mDiffuse(1.0f,1.0f,1.0f,1.0f), mAmbient(0.0f,0.0f,0.0f,1.0f), mSpecular(1.0f,1.0f,1.0f,1.0f), mGLLight(-1), mVP(0), mFP(0), mCacheFlushed(true){}float Light::GetRadius() const{ return mRadius;}void Light::SetRadius(float radius){ mRadius = radius; FlushCache();}void Light::SetAmbient(const RGBA& ambient){ mAmbient = ambient;}const RGBA& Light::GetAmbient(){ return mAmbient;}void Light::SetDiffuse(const RGBA& diffuse){ mDiffuse = diffuse;}const RGBA& Light::GetDiffuse(){ return mDiffuse;}void Light::SetSpecular(const RGBA& specular){ mSpecular = specular;}const RGBA& Light::GetSpecular(){ return mSpecular;}void Light::Prepare(){ if (mGLLight < 0) { // no light allocated return; } const Vector3f& pos = GetWorldTransform().Pos(); float light_pos[4]; light_pos[0]=pos[0]; light_pos[1]=pos[1]; light_pos[2]=pos[2]; light_pos[3]=1.0f; glLightfv(mGLLight, GL_AMBIENT, mAmbient); glLightfv(mGLLight, GL_DIFFUSE, mDiffuse); glLightfv(mGLLight, GL_POSITION,light_pos); glEnable(mGLLight); /* glEnable(GL_VERTEX_PROGRAM_ARB); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, mVP); glEnable(GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, mFP); // publish light color to fragment program glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, mDiffuseR, mDiffuseG, mDiffuseB, 1.0f); glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, -1.0f/(mRadius*mRadius), 1.0f, 1.0f, 1.0f); */}void Light::RenderLitMesh(boost::shared_ptr<StaticMesh> /*mesh*/){ /* if (mCacheFlushed || (GetWorldTransform().Pos()-mOldPos).SquareLength() > 0.1 || !mesh->GetWorldTransform().IsEqual(mMeshOldTransform)) { // if the cache wasn't flushed, we will flush it now if (!mCacheFlushed) FlushCache(); // cache the old position mOldPos = GetWorldTransform().Pos(); // cache the mesh old position mMeshOldTransform = mesh->GetWorldTransform(); // give each derived light a chance to find potentially lit triangles DeterminePotentiallyLitTriangles(mesh, mTriangles); //printf("%d\n", mTriangles.size()); // fill cache indices mesh->FillIndexBuffers(mCachedIndices, mTriangles); // mark that we contain valid data mCacheFlushed = false; } mesh->Render(mCachedIndices); glDisable(GL_FRAGMENT_PROGRAM_ARB); glDisable(GL_VERTEX_PROGRAM_ARB); */}void Light::FlushCache(){ const unsigned int n = static_cast<unsigned int>(mCachedIndices.size()); for (unsigned int i=0; i<n; ++i) { mCachedIndices[i].Flush(); } mCacheFlushed = true;}void Light::ComputeBoundingBox(){ mLocalBoundingBox.minVec.Set(-mRadius,-mRadius,-mRadius); mLocalBoundingBox.maxVec.Set(mRadius,mRadius,mRadius);}void Light::OnLink(){ mOpenGLServer = shared_dynamic_cast<OpenGLServer> (GetCore()->Get("sys/server/opengl")); if (mOpenGLServer.get() == 0) { GetLog()->Error() << "(Light) ERROR: OpenGLServer not found\n"; } else { mGLLight = mOpenGLServer->AllocLight(); if (mGLLight < 0) { GetLog()->Error() << "(Light) ERROR: No more OpenGL lights available\n"; }#if 0 mVP = mOpenGLServer->LoadARBVertexProgram("sys/program/omnilight.vp"); if (mVP == 0) { GetLog()->Error() << "(Light) ERROR: Could not load vertex program\n"; } mFP = mOpenGLServer->LoadARBFragmentProgram("sys/program/omnilight.fp"); if (mFP == 0) { GetLog()->Error() << "(Light) ERROR: Could not load fragment program\n"; }#endif }}void Light::OnUnlink(){ if ( (mOpenGLServer.get() != 0) && (mGLLight >= 0) ) { mOpenGLServer->PutLight(mGLLight); mGLLight = -1; } mOpenGLServer.reset();}void Light::DeterminePotentiallyLitTriangles(boost::shared_ptr<StaticMesh>& /*mesh*/, std::vector<unsigned int>& /*triangles*/){ /* Opcode::SphereCache cache; Sphere sphere; sphere.Set(Point(GetWorldTransform().Pos().x(), GetWorldTransform().Pos().y(), GetWorldTransform().Pos().z()), 1.5f*mRadius); mesh->FindInfluencedTriangles(cache, sphere, triangles); */}
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