|
|
@@ -117,13 +117,17 @@ cull_callback(CullTraverser *, CullTraverserData &data,
|
|
|
// Access: Public
|
|
|
// Description: Gets the node's position and based on distance from
|
|
|
// lights in the lightgroup calculates the color to be
|
|
|
-// modulated in
|
|
|
+// modulated in. If the avatar is in the range of
|
|
|
+// multiple lights, then determine, which light it is
|
|
|
+// closer to, and get the weight of the scene_color
|
|
|
+// in respect to that light's proximity.
|
|
|
////////////////////////////////////////////////////////////////////
|
|
|
CPT(RenderAttrib) PolylightEffect::
|
|
|
do_poly_light(const CullTraverserData *data, const TransformState *node_transform) const {
|
|
|
- float fd; // Variable for quadratic attenuation
|
|
|
+ //static bool was_under_polylight = false;
|
|
|
float dist; // To calculate the distance of each light from the node
|
|
|
float r,g,b; // To hold the color calculation
|
|
|
+ float min_dist; // hold the dist from light that avatar is closer to
|
|
|
int num_lights = 0; // Keep track of number of lights for division
|
|
|
float light_scale; // Variable to calculate attenuation
|
|
|
float weight_scale; // Variable to compensate snap of color when you walk inside the light volume
|
|
|
@@ -133,6 +137,14 @@ do_poly_light(const CullTraverserData *data, const TransformState *node_transfor
|
|
|
r = g = b = 1.0;
|
|
|
Rcollect = Gcollect = Bcollect = 0.0;
|
|
|
|
|
|
+ // get the avatar's base color scale
|
|
|
+ NodePath parent = data->_node_path.get_node_path().get_parent();
|
|
|
+ Colorf scene_color = parent.get_color_scale();
|
|
|
+ if (polylight_info) {
|
|
|
+ pgraph_cat.info() << "parent node name " << parent.get_name() << endl;
|
|
|
+ pgraph_cat.info() << "parent color scale = " << scene_color << endl;
|
|
|
+ }
|
|
|
+ min_dist = 100000.0;
|
|
|
// Cycle through all the lights in this effect's lightgroup
|
|
|
LightGroup::const_iterator light_iter;
|
|
|
for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
|
|
|
@@ -157,9 +169,9 @@ do_poly_light(const CullTraverserData *data, const TransformState *node_transfor
|
|
|
|
|
|
if (dist <= light_radius) { // If node is in range of this light
|
|
|
if (polylight_info) {
|
|
|
- pgraph_cat.info() << "light's position = " << light->get_pos() << endl;
|
|
|
- pgraph_cat.info() << "relative position = " << point << endl;
|
|
|
- pgraph_cat.info() << "effect center = " << _effect_center << endl;
|
|
|
+ pgraph_cat.debug() << "light's position = " << light->get_pos() << endl;
|
|
|
+ pgraph_cat.debug() << "relative position = " << point << endl;
|
|
|
+ pgraph_cat.debug() << "effect center = " << _effect_center << endl;
|
|
|
//pgraph_cat.info() << "close to this light = " << light->get_name() << endl;
|
|
|
pgraph_cat.info() << "dist = " << dist << ";radius = " << light_radius << endl;
|
|
|
}
|
|
|
@@ -173,9 +185,12 @@ do_poly_light(const CullTraverserData *data, const TransformState *node_transfor
|
|
|
//light_color = light->get_color_scenegraph();
|
|
|
}
|
|
|
|
|
|
+ float ratio = dist/light_radius;
|
|
|
if (light_attenuation == PolylightNode::ALINEAR) {
|
|
|
- light_scale = (light_radius - dist)/light_radius;
|
|
|
+ light_scale = 1.0 - ratio;
|
|
|
} else if (light_attenuation == PolylightNode::AQUADRATIC) {
|
|
|
+ /*
|
|
|
+ float fd; // Variable for quadratic attenuation
|
|
|
float light_a0 = light->get_a0();
|
|
|
float light_a1 = light->get_a1();
|
|
|
float light_a2 = light->get_a2();
|
|
|
@@ -188,24 +203,45 @@ do_poly_light(const CullTraverserData *data, const TransformState *node_transfor
|
|
|
} else {
|
|
|
light_scale = 1.0;
|
|
|
}
|
|
|
+ */
|
|
|
+ //light_scale = 1.0 - ratio*ratio; // graph of 1-x^2
|
|
|
+ ratio = 1 - ratio;
|
|
|
+ if (ratio <= 0.8)
|
|
|
+ light_scale = (ratio*ratio)*(3-2*ratio); //graph of x^2(3-x)
|
|
|
+ else
|
|
|
+ light_scale = 1.0;
|
|
|
} else {
|
|
|
light_scale = 1.0;
|
|
|
}
|
|
|
|
|
|
- // Keep accumulating each lights contribution...
|
|
|
- // we have to prevent color snap, so factor in the weight.
|
|
|
- // weight becomes negligent as you are closer to the light
|
|
|
- // and opposite otherwise
|
|
|
- weight_scale = _weight * (1.0 - light_scale);
|
|
|
+ if (min_dist > dist) {
|
|
|
+ min_dist = dist;
|
|
|
+ // Keep accumulating each lights contribution...
|
|
|
+ // we have to prevent color snap, so factor in the weight.
|
|
|
+ // weight becomes negligent as you are closer to the light
|
|
|
+ // and opposite otherwise
|
|
|
+ weight_scale = _weight * (1.0 - light_scale);
|
|
|
+ }
|
|
|
|
|
|
if (polylight_info) {
|
|
|
- pgraph_cat.debug() << "weight_scale = " << weight_scale
|
|
|
+ pgraph_cat.info() << "weight_scale = " << weight_scale
|
|
|
<< "; light_scale " << light_scale << endl;
|
|
|
}
|
|
|
|
|
|
+ Rcollect += light_color[0] * light_scale;
|
|
|
+ Gcollect += light_color[1] * light_scale;
|
|
|
+ Bcollect += light_color[2] * light_scale;
|
|
|
+ /*
|
|
|
+ Rcollect += light_color[0] * light_scale + scene_color[0] * weight_scale;
|
|
|
+ Gcollect += light_color[1] * light_scale + scene_color[1] * weight_scale;
|
|
|
+ Bcollect += light_color[2] * light_scale + scene_color[2] * weight_scale;
|
|
|
+ */
|
|
|
+ /*
|
|
|
Rcollect += light_color[0] * light_scale + weight_scale;
|
|
|
Gcollect += light_color[1] * light_scale + weight_scale;
|
|
|
Bcollect += light_color[2] * light_scale + weight_scale;
|
|
|
+ */
|
|
|
+
|
|
|
|
|
|
num_lights++;
|
|
|
} // if dist< radius
|
|
|
@@ -220,14 +256,70 @@ do_poly_light(const CullTraverserData *data, const TransformState *node_transfor
|
|
|
}
|
|
|
|
|
|
if (num_lights) {
|
|
|
- pgraph_cat.debug() << "num lights = " << num_lights << endl;
|
|
|
+ //was_under_polylight = true;
|
|
|
+ //data->_node_path.get_node_path().set_color_scale_off();
|
|
|
+ if (polylight_info)
|
|
|
+ pgraph_cat.info() << "num lights = " << num_lights << endl;
|
|
|
+
|
|
|
// divide by number of lights to get average.
|
|
|
- r = Rcollect / num_lights;
|
|
|
- g = Gcollect / num_lights;
|
|
|
- b = Bcollect / num_lights;
|
|
|
+ r = Rcollect;// / num_lights;
|
|
|
+ g = Gcollect;// / num_lights;
|
|
|
+ b = Bcollect;// / num_lights;
|
|
|
+
|
|
|
if (polylight_info)
|
|
|
- pgraph_cat.info() << "r=" << r << "; g=" << g << "; b=" << b << endl;
|
|
|
+ pgraph_cat.info() << "avg: r=" << r << "; g=" << g << "; b=" << b << endl;
|
|
|
+
|
|
|
+ // Now add the scene_color multiplied by weight_scale
|
|
|
+ r += scene_color[0] * weight_scale;
|
|
|
+ g += scene_color[1] * weight_scale;
|
|
|
+ b += scene_color[2] * weight_scale;
|
|
|
+ if (polylight_info)
|
|
|
+ pgraph_cat.info() << "weighed: r=" << r << "; g=" << g << "; b=" << b << endl;
|
|
|
+
|
|
|
+ /*
|
|
|
+ // normalize the color
|
|
|
+ LVector3f color_vector(r, g, b);
|
|
|
+ color_vector.normalize();
|
|
|
+ r = color_vector[0];
|
|
|
+ g = color_vector[1];
|
|
|
+ b = color_vector[2];
|
|
|
+
|
|
|
+ if (polylight_info)
|
|
|
+ pgraph_cat.info() << "unit: r=" << r << "; g=" << g << "; b=" << b << endl;
|
|
|
+ */
|
|
|
+
|
|
|
+ // cap it
|
|
|
+ r = (r > 1.0)? 1.0 : r;
|
|
|
+ g = (g > 1.0)? 1.0 : g;
|
|
|
+ b = (b > 1.0)? 1.0 : b;
|
|
|
+
|
|
|
+ if (polylight_info)
|
|
|
+ pgraph_cat.info() << "capped: r=" << r << "; g=" << g << "; b=" << b << endl;
|
|
|
+
|
|
|
+ // since this rgb will be scaled by scene_color by day night
|
|
|
+ // cycle, lets undo that effect by dividing this rgb by the
|
|
|
+ // scene_color. That way, the final render will contain this rgb
|
|
|
+ if (scene_color[0] >= 0.01)
|
|
|
+ r /= scene_color[0];
|
|
|
+ if (scene_color[1] >= 0.01)
|
|
|
+ g /= scene_color[1];
|
|
|
+ if (scene_color[2] >= 0.01)
|
|
|
+ b /= scene_color[2];
|
|
|
+
|
|
|
+ if (polylight_info)
|
|
|
+ pgraph_cat.info() << "final: r=" << r << "; g=" << g << "; b=" << b << endl;
|
|
|
+
|
|
|
+ }
|
|
|
+ /*
|
|
|
+ else {
|
|
|
+ if (was_under_polylight) {
|
|
|
+ // under no polylight influence...so clear the color scale
|
|
|
+ //data->_node_path.get_node_path().clear_color_scale();
|
|
|
+ //data->_node_path.get_node_path().set_color_scale(scene_color);
|
|
|
+ was_under_polylight = false;
|
|
|
+ }
|
|
|
}
|
|
|
+ */
|
|
|
|
|
|
return ColorScaleAttrib::make(LVecBase4f(r, g, b, 1.0));
|
|
|
}
|