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Polylight API

Shalin Shodhan 22 år sedan
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+ 177 - 0
panda/src/pgraph/polylightEffect.I

@@ -0,0 +1,177 @@
+// Filename: polylightEffect.I
+// Created by:  sshodhan (02Jun04)
+//
+////////////////////////////////////////////////////////////////////
+//
+// PANDA 3D SOFTWARE
+// Copyright (c) 2001 - 2004, Disney Enterprises, Inc.  All rights reserved
+//
+// All use of this software is subject to the terms of the Panda 3d
+// Software license.  You should have received a copy of this license
+// along with this source code; you will also find a current copy of
+// the license at http://etc.cmu.edu/panda3d/docs/license/ .
+//
+// To contact the maintainers of this program write to
+// [email protected] .
+//
+////////////////////////////////////////////////////////////////////
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::Constructor
+//       Access: Private
+//  Description: Use PolylightEffect::make() to construct a new
+//               PolylightEffect object.
+////////////////////////////////////////////////////////////////////
+INLINE PolylightEffect::
+PolylightEffect() {
+}
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::is_enabled
+//       Access: Published
+//  Description: Returns state of the effect: enabled/disabled
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightEffect::is_enabled() const {
+  return _enabled;
+}
+
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::enable
+//       Access: Published
+//  Description: Enables the effect
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightEffect::
+enable() {
+  _enabled=true;
+}
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::disable
+//       Access: Published
+//  Description: Disables the effect
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightEffect::
+disable() {
+  _enabled=false;
+}
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::add_light
+//       Access: Published
+//  Description: Add a PolylightNode object to this effect and give it a 
+//               unique name. Returns true if light added
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightEffect::
+add_light(string lightname,NodePath *newlight) {
+  nassertr( newlight->node()->is_of_type(PolylightNode::get_class_type()) ,false);
+  nassertr(newlight->node() != (PolylightNode *)NULL,false);
+  
+  // Check if light name is unique
+  if(_lightgroup.find(lightname) != _lightgroup.end()) {
+    cerr << "Light name already exists. Please choose another name\n";
+    return false;
+  }
+    
+  // Add the light
+  pair<string,NodePath *> _light_to_add(lightname, newlight);
+  _lightgroup.insert(_light_to_add);
+  return true;
+}
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::remove_light
+//       Access: Published
+//  Description: Remove a light from this effect. Returns true on
+//               success.
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightEffect::
+remove_light(string lightname) {
+
+  // Check if light name exists
+  if(_lightgroup.find(lightname) == _lightgroup.end()) {
+    cerr << "Light name does not exist\n";
+    return false;
+  }
+
+  // Remove light
+  _lightgroup.erase(lightname);
+  return true;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::remove_all
+//       Access: Published
+//  Description: Remove all the lights from this effect. Returns 
+//               true on success.
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightEffect::
+remove_all() {
+  LIGHTGROUP::const_iterator light_iter;
+  for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
+    string lightname = light_iter->first;
+    _lightgroup.erase(lightname);
+  }
+  return true;
+}
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::set_weight
+//       Access: Published
+//  Description: Set a weight between 0 and 1 for the light effect
+//               This affects how much original color and how much
+//               light color are applied to the node
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightEffect::
+set_weight(float w) {
+  nassertr(w >= 0.0 && w <= 1.0 ,false);
+  _weight = w;
+  return true;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::get_weight
+//       Access: Published
+//  Description: Get the weight value
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightEffect:: 
+get_weight() const {
+  return _weight;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::set_contrib
+//       Access: Published
+//  Description: Set the effect contribution type
+//               The effects of all the light colors are finally 
+//               divided by the number of lights. The variable
+//               _contribution_type is a string that controls how
+//               this division occurs.
+//               "proximal" : A light only contributes if the node 
+//				 is inside its volume
+//               "all" : All lights added to the effect are used in
+//               division irrespective of their light volumes
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightEffect::
+set_contrib(string type) {
+  nassertr(type == "all" || type == "proximal",false);
+  _contribution_type = type;
+  return true;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::get_contrib
+//       Access: Published
+//  Description: Returns a string value "all"/"proximal"
+////////////////////////////////////////////////////////////////////
+INLINE string PolylightEffect::
+get_contrib() const {
+  return _contribution_type;
+}

+ 166 - 0
panda/src/pgraph/polylightEffect.cxx

@@ -0,0 +1,166 @@
+// Filename: polylightEffect.cxx
+// Created by:  sshodhan (02Jun04)
+//
+////////////////////////////////////////////////////////////////////
+//
+// PANDA 3D SOFTWARE
+// Copyright (c) 2001 - 2004, Disney Enterprises, Inc.  All rights reserved
+//
+// All use of this software is subject to the terms of the Panda 3d
+// Software license.  You should have received a copy of this license
+// along with this source code; you will also find a current copy of
+// the license at http://etc.cmu.edu/panda3d/docs/license/ .
+//
+// To contact the maintainers of this program write to
+// [email protected] .
+//
+////////////////////////////////////////////////////////////////////
+
+#include "polylightEffect.h"
+#include "polylightNode.h"
+#include "config_pgraph.h"
+#include "nodePath.h"
+#include "pmap.h"
+#include <math.h>
+TypeHandle PolylightEffect::_type_handle;
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::make
+//       Access: Published, Static
+//  Description: Constructs a new PolylightEffect object.
+////////////////////////////////////////////////////////////////////
+CPT(RenderEffect) PolylightEffect::
+make(string contribution_type,float weight) {
+  PolylightEffect *effect = new PolylightEffect;
+  effect->enable();
+  effect->set_contrib(contribution_type);
+  effect->set_weight(weight);
+  return return_new(effect);
+}
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::do_poly_light
+//       Access: Public
+//  Description: Gets the node's position and based on distance from 
+//  lights in the lightgroup calculates the color to be modulated in
+////////////////////////////////////////////////////////////////////
+CPT(RenderAttrib) PolylightEffect::
+do_poly_light(const CullTraverserData *data, const TransformState *node_transform) const {
+  float r,g,b; // To hold the color calculation
+  float dist; // To calculate the distance of each light from the node
+  float light_scale; // Variable to calculate attenuation 
+  float fd; // Variable for quadratic attenuation
+  float Rcollect=0.0,Gcollect=0.0,Bcollect=0.0; // Color variables
+  int num_lights=0; // Keep track of number of lights for division
+  r = 0.0;
+  g = 0.0;
+  b = 0.0;
+  LIGHTGROUP::const_iterator light_iter; 
+  // Cycle through all the lights in this effect's lightgroup
+  for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
+    const PolylightNode *light = DCAST(PolylightNode,light_iter->second->node()); 
+	// light holds the current PolylightNode
+	if(light->is_enabled()) { // if enabled get all the properties
+	  float light_radius = light->get_radius();
+	  string light_attenuation = light->get_attenuation();
+	  float light_a0 = light->get_a0();
+	  float light_a1 = light->get_a1();
+	  float light_a2 = light->get_a2();
+	  if(light_a0 == 0 && light_a1 == 0 && light_a2 == 0) { // To prevent division by zero
+        light_a0 = 1.0;
+	  }
+	  Colorf light_color;
+	  if(light->is_flickering()) { // If flickering, modify color
+	    light_color = light->flicker();
+	  }
+	  else {
+	    light_color = light->get_color();
+	  }
+	
+	  // Calculate the distance of the node from the light
+	  dist = light_iter->second->get_distance(data->_node_path.get_node_path());
+
+	  if(dist < light_radius) { // If node is in range of this light
+	    if(light_attenuation == "linear") {
+		  light_scale = (light_radius - dist)/light_radius;
+	    }
+	    else if(light_attenuation == "quadratic") {
+	      fd = 1.0 / (light_a0 + light_a1 * dist + light_a2 * dist * dist);
+		  if(fd<1.0) {
+		    light_scale=fd;
+		  }
+		  else {
+		    light_scale=1.0;
+		  }
+		}
+        // Keep accumulating each lights contribution... we divide by 
+		// number of lights later.
+	    Rcollect += light_color[0] * light_scale;
+	    Gcollect += light_color[1] * light_scale;
+	    Bcollect += light_color[2] * light_scale;
+	    num_lights++;
+	  } // if dist< radius
+	} // if light is enabled
+  } // for all lights
+  
+
+  if( _contribution_type == "all") {
+    // Sometimes to prevent snapping of color at light volume boundaries
+	// just divide total contribution by all the lights in the effect
+	// whether or not they contribute color
+    num_lights = _lightgroup.size();
+  }
+
+  if(num_lights == 0) {
+    num_lights = 1;
+  }
+  Rcollect /= num_lights;
+  Gcollect /= num_lights;
+  Bcollect /= num_lights;
+
+  r = (1.0 - _weight) + Rcollect * _weight;
+  g = (1.0 - _weight) + Gcollect * _weight;
+  b = (1.0 - _weight) + Bcollect * _weight;
+  
+  return ColorScaleAttrib::make(LVecBase4f(r,g,b,1.0));
+}
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightEffect::compare_to_impl
+//       Access: Protected, Virtual
+//  Description: Intended to be overridden by derived PolylightEffect
+//               types to return a unique number indicating whether
+//               this PolylightEffect is equivalent to the other one.
+//
+//               This should return 0 if the two PolylightEffect objects
+//               are equivalent, a number less than zero if this one
+//               should be sorted before the other one, and a number
+//               greater than zero otherwise.
+//
+//               This will only be called with two PolylightEffect
+//               objects whose get_type() functions return the same.
+////////////////////////////////////////////////////////////////////
+int PolylightEffect::
+compare_to_impl(const RenderEffect *other) const {
+  const PolylightEffect *ta;
+  DCAST_INTO_R(ta, other, 0);
+
+  if (_enabled != ta->_enabled) {
+	  return _enabled ? 1 : -1;
+  }
+
+  if (_contribution_type != ta->_contribution_type) {
+    return _contribution_type < ta->_contribution_type ? -1 : 1;
+  }
+ 
+  if (_weight != ta->_weight) {
+	return _weight < ta->_weight ? -1 :1;
+  }
+
+  if (_lightgroup != ta->_lightgroup) {
+    return _lightgroup < ta->_lightgroup ? -1 : 1;
+  }
+ 
+  return 0;
+}
+

+ 99 - 0
panda/src/pgraph/polylightEffect.h

@@ -0,0 +1,99 @@
+// Filename: polylightEffect.h
+// Created by:  sshodhan (01Jun04)
+//
+////////////////////////////////////////////////////////////////////
+//
+// PANDA 3D SOFTWARE
+// Copyright (c) 2001 - 2004, Disney Enterprises, Inc.  All rights reserved
+//
+// All use of this software is subject to the terms of the Panda 3d
+// Software license.  You should have received a copy of this license
+// along with this source code; you will also find a current copy of
+// the license at http://etc.cmu.edu/panda3d/docs/license/ .
+//
+// To contact the maintainers of this program write to
+// [email protected] .
+//
+////////////////////////////////////////////////////////////////////
+
+#ifndef POLYLIGHTEFFECT_H
+#define POLYLIGHTEFFECT_H
+
+#include "pandabase.h"
+
+
+#include "renderEffect.h"
+#include "luse.h"
+#include "nodePath.h"
+#include "polylightNode.h"
+#include "pmap.h"
+#include "notify.h"
+
+
+////////////////////////////////////////////////////////////////////
+//       Class : PolylightEffect
+// Description : A PolylightEffect can be used on a node to define a
+//				 LightGroup  for that node. A LightGroup contains 
+//               Polylights which are essentially nodes that add 
+//			     color to the polygons of a model based on distance.
+//				 PolylightNode is a cheap way to get lighting effects
+//               specially for night scenes
+////////////////////////////////////////////////////////////////////
+class EXPCL_PANDA PolylightEffect : public RenderEffect {
+private:
+  INLINE PolylightEffect();
+  
+
+PUBLISHED:
+  
+  static CPT(RenderEffect) make(string contribution_type= "proximal", float weight=0.9);
+  INLINE void enable();
+  INLINE void disable();
+  INLINE bool add_light(string lightname, NodePath *newlight);
+  INLINE bool remove_light(string lightname);
+  INLINE bool remove_all();
+  INLINE bool set_weight(float w);
+  INLINE float get_weight() const;
+  INLINE bool set_contrib(string type);  
+  INLINE string get_contrib() const;
+  INLINE bool is_enabled()const;
+
+public:
+  CPT(RenderAttrib) do_poly_light(const CullTraverserData *data, const TransformState *node_transform) const;
+
+
+protected:
+  virtual int compare_to_impl(const RenderEffect *other) const;
+
+private:
+  bool _enabled;
+  string _contribution_type;
+  float _weight;
+  typedef pmap<string, NodePath *> LIGHTGROUP;
+  LIGHTGROUP _lightgroup;
+  
+
+public:
+  static TypeHandle get_class_type() {
+    return _type_handle;
+  }
+  static void init_type() {
+    RenderEffect::init_type();
+    register_type(_type_handle, "PolylightEffect",
+                  RenderEffect::get_class_type());
+  }
+  virtual TypeHandle get_type() const {
+    return get_class_type();
+  }
+  virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
+
+private:
+  static TypeHandle _type_handle;
+};
+
+#include "polylightEffect.I"
+
+#endif
+
+
+

+ 490 - 0
panda/src/pgraph/polylightNode.I

@@ -0,0 +1,490 @@
+// Filename: PolylightNodeEffect.I
+// Created by:  sshodhan (02Jun04)
+//
+////////////////////////////////////////////////////////////////////
+//
+// PANDA 3D SOFTWARE
+// Copyright (c) 2001 - 2004, Disney Enterprises, Inc.  All rights reserved
+//
+// All use of this software is subject to the terms of the Panda 3d
+// Software license.  You should have received a copy of this license
+// along with this source code; you will also find a current copy of
+// the license at http://etc.cmu.edu/panda3d/docs/license/ .
+//
+// To contact the maintainers of this program write to
+// [email protected] .
+//
+////////////////////////////////////////////////////////////////////
+
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::operator ==
+//       Access: Published
+//  Description: Returns true if the two lights are equivalent
+//               that is, all their properties are same
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightNode::
+operator == (const PolylightNode &other) const {
+  return (compare_to(other) == 0);
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::operator !=
+//       Access: Published
+//  Description: Returns true if the two lights are not equivalent.
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightNode::
+operator != (const PolylightNode &other) const {
+  return (compare_to(other) != 0);
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::operator <
+//       Access: Published
+//  Description: Returns true if this PolylightNode sorts before the other
+//               one, false otherwise.  The sorting order of two
+//               nonequivalent PolylightNodes is consistent but undefined,
+//               and is useful only for storing PolylightNodes in a sorted
+//               container like an STL set.
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightNode::
+operator < (const PolylightNode &other) const {
+  return (compare_to(other) < 0);
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::is_enabled
+//       Access: Published
+//  Description: Is this light is enabled/disabled?
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightNode::is_enabled() const {
+  return _enabled;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::enable
+//       Access: Published
+//  Description: Enable this light
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::enable(){
+  _enabled=true;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::disable
+//       Access: Published
+//  Description: Disable this light
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::disable(){
+  _enabled=false;
+}
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_pos
+//       Access: Published
+//  Description: Set this light's position
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_pos(float x, float y, float z){
+  LVecBase3f position;
+  position[0]=x;
+  position[1]=y;
+  position[2]=z;
+  PandaNode::set_transform(get_transform()->set_pos(position));
+  PandaNode::reset_prev_transform();
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_pos
+//       Access: Published
+//  Description: Returns position as a LPoint3f
+////////////////////////////////////////////////////////////////////
+INLINE LVecBase3f PolylightNode::get_pos() const {
+  return PandaNode::get_transform()->get_pos();
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_radius
+//       Access: Published
+//  Description: Set radius of the spherical light volume
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_radius(float r){
+  _radius=r;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_radius
+//       Access: Published
+//  Description: Get radius of the spherical light volume
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_radius() const {
+  return _radius;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_attenuation
+//       Access: Published
+//  Description: Set "linear" or "quadratic" attenuation
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightNode::set_attenuation(string type){
+  nassertr(type == "linear" || type == "quadratic",false);
+    
+  _attenuation_type=type;
+  return true;
+  
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_attenuation
+//       Access: Published
+//  Description: Get "linear" or "quadratic" attenuation type
+////////////////////////////////////////////////////////////////////
+INLINE string PolylightNode::get_attenuation() const {
+  return _attenuation_type;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_a0
+//       Access: Published
+//  Description: Set the quadratic attenuation factor a0
+//               fd = 1 / ( a0 + a1*distance + a2*distance*distance)
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_a0(float a0){
+  _a0=a0;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_a1
+//       Access: Published
+//  Description: Set the quadratic attenuation factor a1
+//               fd = 1 / ( a0 + a1*distance + a2*distance*distance)
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_a1(float a1){
+  _a1=a1;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_a2
+//       Access: Published
+//  Description: Set the quadratic attenuation factor a2
+//               fd = 1 / ( a0 + a1*distance + a2*distance*distance)
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_a2(float a2){
+  _a2=a2;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_a0
+//       Access: Published
+//  Description: Get the quadratic attenuation factor a0
+//               fd = 1 / ( a0 + a1*distance + a2*distance*distance)
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_a0() const {
+  return _a0;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_a1
+//       Access: Published
+//  Description: Get the quadratic attenuation factor a1
+//               fd = 1 / ( a0 + a1*distance + a2*distance*distance)
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_a1() const {
+  return _a1;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_a2
+//       Access: Published
+//  Description: Get the quadratic attenuation factor a2
+//               fd = 1 / ( a0 + a1*distance + a2*distance*distance)
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_a2() const {
+  return _a2;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::flicker_on
+//       Access: Published
+//  Description: Set flickering to true so at every loop this light's
+//               color is varied based on flicker_type
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::flicker_on(){
+  _flickering=true;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::flicker_off
+//       Access: Published
+//  Description: Turn flickering off
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::flicker_off(){
+  _flickering=false;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::is_flickering
+//       Access: Published
+//  Description: Check is this light is flickering
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightNode::is_flickering() const {
+  return _flickering;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_flicker_type
+//       Access: Published
+//  Description: Flicker type can be "random" or "sin"
+//               At a later point there might be a "custom" 
+//               Custom flicker will be a set of fix points recorded
+//               by animating the light's intensity
+////////////////////////////////////////////////////////////////////
+INLINE bool PolylightNode::set_flicker_type(string type){
+  nassertr(type == "random" || type == "sin",false);
+  
+  
+  _flicker_type=type;
+  return true;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_flicker_type
+//       Access: Published
+//  Description: Returns "random" or "sin"
+////////////////////////////////////////////////////////////////////
+INLINE string PolylightNode::get_flicker_type() const {
+  return _flicker_type;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_offset
+//       Access: Published
+//  Description: Set the offset value for the random and sin
+//               flicker variations... used to tweak the flicker
+//               This value is added to the variation
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_offset(float offset){
+  _offset=offset;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_offset
+//       Access: Published
+//  Description: Get the offset value for the random and sin
+//               flicker variations
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_offset() const {
+  return _offset;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_scale
+//       Access: Published
+//  Description: Set the scale value for the random and sin
+//               flicker variations... used to tweak the flicker
+//               This value is multiplied with the variation
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_scale(float scale){
+  _scale=scale;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_scale
+//       Access: Published
+//  Description: Get the scale value for the random and sin
+//               flicker variations
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_scale() const {
+  return _scale;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_step_size
+//       Access: Published
+//  Description: Set the step size for the sin function in flicker
+//               This is the increment size for the value supplied
+//               to the sin function
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_step_size(float step){
+  _step_size=step;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_step_size
+//       Access: Published
+//  Description: Get the step size for the sin function in flicker
+//               This is the increment size for the value supplied
+//               to the sin function
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_step_size() const {
+  return _step_size;
+}
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_color
+//       Access: Published
+//  Description: Set the light's color... 3 floats between 0 and 1
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_color(float r, float g, float b) {
+  Colorf color;
+  color[0] = r;
+  color[1] = g;
+  color[2] = b;
+  color[3] = 1.0;
+  PandaNode::set_attrib(ColorAttrib::make_flat(color));
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_color
+//       Access: Published
+//  Description: Returns the light's color as Colorf
+////////////////////////////////////////////////////////////////////
+INLINE Colorf PolylightNode::get_color() const {
+
+  const RenderAttrib *attrib =
+    PandaNode::get_attrib(ColorAttrib::get_class_type());
+  if (attrib != (const RenderAttrib *)NULL) {
+    const ColorAttrib *ca = DCAST(ColorAttrib, attrib);
+    if (ca->get_color_type() == ColorAttrib::T_flat) {
+      return ca->get_color();
+    }
+  }
+    
+  return Colorf(1.0f, 1.0f, 1.0f, 1.0f);
+ 
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_x
+//       Access: Published
+//  Description: Set light's x position
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_x(float x) {
+  LPoint3f pos = get_pos();
+  pos[0] = x;
+  set_pos(pos[0],pos[1],pos[2]);
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_y
+//       Access: Published
+//  Description: Set light's y position
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_y(float y) {
+  LPoint3f pos = get_pos();
+  pos[1] = y;
+  set_pos(pos[0],pos[1],pos[2]);
+}
+ 
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_z
+//       Access: Published
+//  Description: Set light's z position
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_z(float z) {
+  LPoint3f pos = get_pos();
+  pos[2] = z;
+  set_pos(pos[0],pos[1],pos[2]);
+}
+/*
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_r
+//       Access: Published
+//  Description: Set light's red between 0 and 1
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_r(float r) {
+  _color[0]=r;
+}
+ 
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_g
+//       Access: Published
+//  Description: Set light's green between 0 and 1
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_g(float g) {
+  _color[1]=g;
+}
+ 
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_b
+//       Access: Published
+//  Description: Set light's blue between 0 and 1
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_b(float b) {
+  _color[2]=b;
+}
+*/
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_x
+//       Access: Published
+//  Description: Get light's x position
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_x() const {
+  return get_pos()[0];
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_y
+//       Access: Published
+//  Description: Get light's y position
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_y() const {
+  return get_pos()[1];
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_z
+//       Access: Published
+//  Description: Get light's z position
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_z() const {
+  return get_pos()[2];
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_r
+//       Access: Published
+//  Description: Get light's red color
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_r() const {
+  return get_color()[0];
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_g
+//       Access: Published
+//  Description: Get light's green color
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_g() const {
+  return get_color()[1];
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_b
+//       Access: Published
+//  Description: Get light's blue color
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_b() const {
+  return get_color()[2];
+}
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::set_freq
+//       Access: Published
+//  Description: Set frequency of sin flicker
+////////////////////////////////////////////////////////////////////
+INLINE void PolylightNode::set_freq(float f) {
+  _sin_freq=f;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::get_freq
+//       Access: Published
+//  Description: Get frequency of sin flicker
+////////////////////////////////////////////////////////////////////
+INLINE float PolylightNode::get_freq() const {
+  return _sin_freq;
+}

+ 298 - 0
panda/src/pgraph/polylightNode.cxx

@@ -0,0 +1,298 @@
+// Filename: PolylightNode.cxx
+// Created by:  sshodhan (02Jun04)
+//
+////////////////////////////////////////////////////////////////////
+//
+// PANDA 3D SOFTWARE
+// Copyright (c) 2001 - 2004, Disney Enterprises, Inc.  All rights reserved
+//
+// All use of this software is subject to the terms of the Panda 3d
+// Software license.  You should have received a copy of this license
+// along with this source code; you will also find a current copy of
+// the license at http://etc.cmu.edu/panda3d/docs/license/ .
+//
+// To contact the maintainers of this program write to
+// [email protected] .
+//
+////////////////////////////////////////////////////////////////////
+
+#include "PolylightNode.h"
+#include "config_pgraph.h"
+#include "nodePath.h"
+#include "clockObject.h"
+#include "bamReader.h"
+#include "bamWriter.h"
+#include "datagram.h"
+#include "datagramIterator.h"
+
+#include <time.h>
+#include <math.h>
+
+TypeHandle PolylightNode::_type_handle;
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::Constructor
+//       Access: Published
+//  Description: Use PolylightNode() to construct a new
+//               PolylightNode object.
+////////////////////////////////////////////////////////////////////
+PolylightNode::
+PolylightNode(const string &name,float x, float y, float z,
+  float r, float g, float b, float radius, string attenuation_type,
+  bool flickering, string flicker_type) :
+PandaNode(name)
+{
+  _enabled = true;
+  
+  set_pos(x,y,z);
+  set_color(r,g,b);
+ 
+  _radius = radius;
+  set_attenuation(attenuation_type);
+  _a0 = 1.0;
+  _a1 = 0.1;
+  _a2 = 0.01;
+  _flickering = flickering;
+  set_flicker_type(flicker_type);
+  _offset = -0.5;
+  _scale = 0.1;
+  _step_size = 0.1;
+  _sin_freq = 2.0;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::Constructor
+//       Access: Public
+//  Description: If flickering is on, the do_poly_light function
+//               in PolylightNodeEffect will compute this light's color
+//               based on the variations applied in this function
+//               Variation can be sin or random
+//               Use offset, scale and step_size to tweak
+//               Future addition: custom function variations to flicker
+////////////////////////////////////////////////////////////////////
+Colorf PolylightNode::flicker() const {
+  float r,g,b;
+
+  Colorf color;
+  color = get_color();
+  r = color[0];
+  g = color[1];
+  b = color[2];
+  float variation;
+  
+  if(_flicker_type == "random") {
+    //srand((int)ClockObject::get_global_clock()->get_frame_time());
+    variation = (rand()%100);// * ClockObject::get_global_clock()->get_dt();
+	variation /= 100.0;
+	//printf("Random Variation: %f\n",variation);
+	variation += _offset;
+	variation *= _scale;
+  }
+  else if(_flicker_type == "sin") {
+	double now = ClockObject::get_global_clock()->get_frame_time();
+    variation = sinf(now*_sin_freq);// * ClockObject::get_global_clock()->get_dt();
+	//printf("Variation: %f\n",variation);
+	variation += _offset;
+	variation *= _scale;
+  }
+  else if(_flicker_type == "fixed_point") {
+    // fixed point list of variation values coming soon...
+    //double index = (ClockObject::get_global_clock()->get_frame_time() % len(fixed_points)) *  ClockObject::get_global_clock()->get_dt();
+	//index *= _speed;
+	/*if(!(int)index > len(fixed_points) {
+	  variation = _fixed_points[(int)index];
+	  variation += _offset;
+	  variation *= _scale;
+	}*/
+  }
+  //printf("Variation: %f\n",variation);
+  r+=variation;
+  g+=variation;
+  b+=variation;
+ 
+  /* CLAMPING
+  if(fabs(r - color[0]) > 0.5 || fabs(g - color[1]) > 0.5 || fabs(b - color[2]) > 0.5) {
+    r = color[0];
+    g = color[1];
+    b = color[2];
+  }
+  */
+  //printf("Color R:%f G:%f B:%f\n",r,g,b);
+  return Colorf(r,g,b,1.0);
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::compare_to
+//       Access: Published
+//  Description: Returns a number less than zero if this PolylightNode
+//               sorts before the other one, greater than zero if it
+//               sorts after, or zero if they are equivalent.
+//
+//               Two PolylightNodes are considered equivalent if they
+//               consist of exactly the same properties
+//				 Otherwise, they are different; different
+//               PolylightNodes will be ranked in a consistent but
+//               undefined ordering; the ordering is useful only for
+//               placing the PolylightNodes in a sorted container like an
+//               STL set.
+////////////////////////////////////////////////////////////////////
+int PolylightNode::
+compare_to(const PolylightNode &other) const {
+  
+  if (_enabled != other._enabled) {
+	return _enabled ? 1 :-1;
+  }
+
+  if (_radius != other._radius) {
+	return _radius < other._radius ? -1 :1;
+  }
+  LVecBase3f position = get_pos();
+  LVecBase3f other_position = other.get_pos();
+  if (position != other_position) {
+	return position < other_position ? -1 :1;
+  }
+
+  Colorf color = get_color();
+  Colorf other_color = other.get_color();
+  if (color != other_color) {
+	return color < other_color ? -1 :1;
+  }
+
+  if (_attenuation_type != other._attenuation_type) {
+	return _attenuation_type < other._attenuation_type ? -1 :1;
+  }
+
+  if (_a0 != other._a0) {
+	return _a0 < other._a0 ? -1 :1;
+  }
+
+  if (_a1 != other._a1) {
+	return _a1 < other._a1 ? -1 :1;
+  }
+
+  if (_a2 != other._a2) {
+	return _a2 < other._a2 ? -1 :1;
+  }
+
+  if (_flickering != other._flickering) {
+	return _flickering ? 1 :-1;
+  }
+
+  if (_flicker_type != other._flicker_type) {
+	return _flicker_type < other._flicker_type ? -1 :1;
+  }
+
+  if (_offset != other._offset) {
+	return _offset < other._offset ? -1 :1;
+  }
+
+  if (_scale != other._scale) {
+	return _scale < other._scale ? -1 :1;
+  }
+
+  if (_step_size != other._step_size) {
+	return _step_size < other._step_size ? -1 :1;
+  }
+
+  if (_sin_freq != other._sin_freq) {
+	return _sin_freq < other._sin_freq ? -1 :1;
+  }
+
+
+  return 0;
+}
+
+
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::register_with_read_factory
+//       Access: Public, Static
+//  Description: Tells the BamReader how to create objects of type
+//               PolylightNode
+////////////////////////////////////////////////////////////////////
+void PolylightNode::
+register_with_read_factory() {
+  BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::write_datagram
+//       Access: Public, Virtual
+//  Description: Writes the contents of this object to the datagram
+//               for shipping out to a Bam file.
+////////////////////////////////////////////////////////////////////
+void PolylightNode::
+write_datagram(BamWriter *manager, Datagram &dg) {
+  PandaNode::write_datagram(manager, dg);
+  LVecBase3f position;
+  Colorf color;
+  position = get_pos();
+  color = get_color();
+  dg.add_float32(position[0]);
+  dg.add_float32(position[1]);
+  dg.add_float32(position[2]);
+  dg.add_float32(color[0]);
+  dg.add_float32(color[1]);
+  dg.add_float32(color[2]);
+  dg.add_float32(_radius);
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::make_from_bam
+//       Access: Protected, Static
+//  Description: This function is called by the BamReader's factory
+//               when a new object of type CompassEffect is encountered
+//               in the Bam file.  It should create the CompassEffect
+//               and extract its information from the file.
+////////////////////////////////////////////////////////////////////
+TypedWritable *PolylightNode::
+make_from_bam(const FactoryParams &params) {
+  PolylightNode *light = new PolylightNode("");
+  DatagramIterator scan;
+  BamReader *manager;
+
+  parse_params(params, scan, manager);
+  light->fillin(scan, manager);
+
+  return light;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::fillin
+//       Access: Protected
+//  Description: This internal function is called by make_from_bam to
+//               read in all of the relevant data from the BamFile for
+//               the new CompassEffect.
+////////////////////////////////////////////////////////////////////
+void PolylightNode::
+fillin(DatagramIterator &scan, BamReader *manager) {
+  PandaNode::fillin(scan, manager);
+  LVecBase3f position;
+  Colorf color;
+  position[0] = scan.get_float32();
+  position[1] = scan.get_float32();
+  position[2] = scan.get_float32();
+  set_pos(position[0],position[1],position[2]);
+  color[0] = scan.get_float32();
+  color[1] = scan.get_float32();
+  color[2] = scan.get_float32();
+  set_color(color[0], color[1], color[2]);
+  _radius = scan.get_float32();
+}
+
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: PolylightNode::output
+//       Access: Public, Virtual
+//  Description: 
+////////////////////////////////////////////////////////////////////
+void PolylightNode::
+output(ostream &out) const {
+  out << get_type() << ":";
+  //out << "Position: " << get_x() << " " << get_y() << " " << get_z() << "\n";
+  //out << "Color: " << get_r() << " " << get_g() << " " << get_b() << "\n";
+  out << "Radius: " << get_radius() << "\n";
+}
+

+ 150 - 0
panda/src/pgraph/polylightNode.h

@@ -0,0 +1,150 @@
+// Filename: PolylightNode.h
+// Created by:  sshodhan (02Jun04)
+//
+////////////////////////////////////////////////////////////////////
+//
+// PANDA 3D SOFTWARE
+// Copyright (c) 2001 - 2004, Disney Enterprises, Inc.  All rights reserved
+//
+// All use of this software is subject to the terms of the Panda 3d
+// Software license.  You should have received a copy of this license
+// along with this source code; you will also find a current copy of
+// the license at http://etc.cmu.edu/panda3d/docs/license/ .
+//
+// To contact the maintainers of this program write to
+// [email protected] .
+//
+////////////////////////////////////////////////////////////////////
+
+#ifndef POLYLIGHTNODE_H
+#define POLYLIGHTNODE_H
+
+#include "pandabase.h"
+
+#include "renderEffect.h"
+#include "luse.h"
+#include "nodePath.h"
+#include "pmap.h"
+#include "notify.h"
+#include "pandaNode.h"
+
+////////////////////////////////////////////////////////////////////
+//       Class : PolylightNode
+// Description : A PolylightNode
+////////////////////////////////////////////////////////////////////
+class EXPCL_PANDA PolylightNode : public PandaNode{
+//private:
+
+
+PUBLISHED:
+  PolylightNode(const string &name, float x = 0.0, float y = 0.0, float z = 0.0,
+	float r = 1.0, float g = 1.0, float b = 1.0,
+	float radius=50.0, string attenuation_type= "linear",
+	bool flickering =false, string flicker_type="random");
+  INLINE void enable();
+  INLINE void disable();
+  INLINE void set_pos(float x,float y, float z);
+  INLINE LVecBase3f get_pos() const;
+  INLINE void set_color(float r, float g, float b);
+  INLINE Colorf get_color() const;
+  INLINE void set_radius(float r);
+  INLINE float get_radius() const;
+  INLINE bool set_attenuation(string type);
+  INLINE string get_attenuation() const;
+  INLINE void set_a0(float a0);
+  INLINE void set_a1(float a1);
+  INLINE void set_a2(float a2);
+  INLINE float get_a0() const;
+  INLINE float get_a1() const;
+  INLINE float get_a2() const;
+  INLINE void flicker_on();
+  INLINE void flicker_off();
+  INLINE bool is_flickering() const;
+  INLINE bool set_flicker_type(string type);
+  INLINE string get_flicker_type() const;
+  INLINE void set_offset(float offset);
+  INLINE float get_offset() const;
+  INLINE void set_scale(float scale);
+  INLINE float get_scale() const;
+  INLINE void set_step_size(float step) ;
+  INLINE float get_step_size() const;
+  INLINE void set_x(float x);
+  INLINE void set_y(float y);
+  INLINE void set_z(float z);
+  //INLINE void set_r(float r);
+  //INLINE void set_g(float g);
+  //INLINE void set_b(float b);
+  INLINE float get_x() const;
+  INLINE float get_y() const;
+  INLINE float get_z() const;
+  INLINE float get_r() const;
+  INLINE float get_g() const;
+  INLINE float get_b() const;
+  INLINE void set_freq(float f);
+  INLINE float get_freq() const;
+
+  // Comparison methods
+  INLINE bool operator == (const PolylightNode &other) const;
+  INLINE bool operator != (const PolylightNode &other) const;
+  INLINE bool operator < (const PolylightNode &other) const;
+  int compare_to(const PolylightNode &other) const;
+
+  INLINE bool is_enabled() const;
+
+public:
+  Colorf flicker() const;
+
+  
+private:
+  bool _enabled;
+  //LPoint3f _position;
+  //Colorf _color;
+  float _radius;
+  string _attenuation_type;
+  float _a0;
+  float _a1;
+  float _a2;
+  bool _flickering;
+  string _flicker_type;
+  float _offset;
+  float _scale;
+  float _step_size;
+  float _sin_freq;
+  //float _speed;
+  //float fixed_points
+  
+
+public:
+  static void register_with_read_factory();
+  virtual void write_datagram(BamWriter *manager, Datagram &dg);
+  virtual void output(ostream &out) const;
+
+protected:
+  static TypedWritable *make_from_bam(const FactoryParams &params);
+  void fillin(DatagramIterator &scan, BamReader *manager);
+
+
+
+public:
+  static TypeHandle get_class_type() {
+    return _type_handle;
+  }
+  static void init_type() {
+    RenderEffect::init_type();
+    register_type(_type_handle, "PolylightNode",
+                  RenderEffect::get_class_type());
+  }
+  virtual TypeHandle get_type() const {
+    return get_class_type();
+  }
+  virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
+
+private:
+  static TypeHandle _type_handle;
+};
+
+#include "PolylightNode.I"
+
+#endif
+
+