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@@ -19,6 +19,7 @@
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#include "polylightEffect.h"
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#include "polylightNode.h"
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#include "config_pgraph.h"
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+#include "pStatTimer.h"
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#include "nodePath.h"
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#include "pmap.h"
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#include "colorScaleAttrib.h"
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@@ -28,6 +29,10 @@
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TypeHandle PolylightEffect::_type_handle;
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+#ifndef CPPPARSER
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+PStatCollector PolylightEffect::_cull_pcollector("Cull:Polylight");
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+#endif /// CPPPARSER
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+
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////////////////////////////////////////////////////////////////////
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// Function: PolylightEffect::make
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// Access: Published, Static
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@@ -107,7 +112,8 @@ void PolylightEffect::
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cull_callback(CullTraverser *trav, CullTraverserData &data,
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CPT(TransformState) &node_transform,
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CPT(RenderState) &node_state) const {
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- CPT(RenderAttrib) poly_light_attrib = do_poly_light(trav->get_scene()->get_scene_root(), &data, node_transform);
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+ //CPT(RenderAttrib) poly_light_attrib = do_poly_light(trav->get_scene()->get_scene_root(), &data, node_transform);
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+ CPT(RenderAttrib) poly_light_attrib = do_poly_light(trav->get_scene(), &data, node_transform);
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CPT(RenderState) poly_light_state = RenderState::make(poly_light_attrib);
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node_state = node_state->compose(poly_light_state);
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}
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@@ -123,7 +129,7 @@ cull_callback(CullTraverser *trav, CullTraverserData &data,
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// in respect to that light's proximity.
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////////////////////////////////////////////////////////////////////
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CPT(RenderAttrib) PolylightEffect::
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-do_poly_light(const NodePath & root, const CullTraverserData *data, const TransformState *node_transform) const {
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+do_poly_light(const SceneSetup *scene, const CullTraverserData *data, const TransformState *node_transform) const {
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//static bool was_under_polylight = false;
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float dist; // To calculate the distance of each light from the node
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float r,g,b; // To hold the color calculation
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@@ -133,6 +139,12 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
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float weight_scale; // Variable to compensate snap of color when you walk inside the light volume
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float Rcollect, Gcollect, Bcollect;
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+ PStatTimer timer(_cull_pcollector);
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+
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+ const NodePath &root = scene->get_scene_root();
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+ //const NodePath &camera = scene->get_camera_path();
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+ const NodePath &camera = scene->get_cull_center();
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+
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// Initialize Color variables
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r = g = b = 1.0;
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Rcollect = Gcollect = Bcollect = 0.0;
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@@ -140,7 +152,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
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// get the avatar's base color scale
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Colorf scene_color = root.get_color_scale();
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if (polylight_info) {
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- pgraph_cat.info() << "scene color scale = " << scene_color << endl;
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+ pgraph_cat.debug() << "scene color scale = " << scene_color << endl;
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}
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min_dist = 100000.0;
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// Cycle through all the lights in this effect's lightgroup
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@@ -154,26 +166,46 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
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// Calculate the distance of the node from the light
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//dist = light_iter->second->get_distance(data->_node_path.get_node_path());
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const NodePath lightnp = *light_iter;
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- LPoint3f point = data->_node_path.get_node_path().get_relative_point(lightnp,
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- light->get_pos());
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+ LPoint3f avatar_position = data->_node_path.get_node_path().get_relative_point(lightnp, light->get_pos());
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if (_effect_center[2]) {
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- dist = (point - _effect_center).length(); // this counts height difference
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+ dist = (avatar_position - _effect_center).length(); // this counts height difference
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} else {
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// get distance as if the light is at the same height of player
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- LVector2f xz(point[0], point[1]);
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+ LVector2f xz(avatar_position[0], avatar_position[1]);
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dist = xz.length(); // this does not count height difference
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}
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if (dist <= light_radius) { // If node is in range of this light
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+ /*
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+ // as to Schuyler's suggestion, lets do some vector processing relative to camera
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+ LPoint3f light_position = light->get_pos();
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+ LPoint3f camera_position = camera.get_relative_point(lightnp, light->get_pos());
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+ LVector3f light_camera = camera_position - LPoint3f(0,0,0);
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+ LVector3f light_avatar = avatar_position - LPoint3f(0,0,0);
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+ light_camera.normalize();
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+ light_avatar.normalize();
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+ float intensity = light_camera.dot(light_avatar);
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+
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if (polylight_info) {
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pgraph_cat.debug() << "light's position = " << light->get_pos() << endl;
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- pgraph_cat.debug() << "relative position = " << point << endl;
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+ pgraph_cat.debug() << "relative avatar position = " << avatar_position << endl;
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+ pgraph_cat.debug() << "relative camera position = " << camera_position << endl;
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+ pgraph_cat.debug() << "light_camera " << light_camera << endl;
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+ pgraph_cat.debug() << "light_avatar " << light_avatar << endl;
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+ pgraph_cat.info() << "light_camera dot light_avatar = " << intensity << endl;
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pgraph_cat.debug() << "effect center = " << _effect_center << endl;
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- //pgraph_cat.info() << "close to this light = " << light->get_name() << endl;
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- pgraph_cat.info() << "dist = " << dist << ";radius = " << light_radius << endl;
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+ //pgraph_cat.debug() << "close to this light = " << light->get_name() << endl;
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+ pgraph_cat.debug() << "dist = " << dist << ";radius = " << light_radius << endl;
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}
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+ // map -1 to 1 into 0 to 1; and flip it
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+ intensity = 1.0 - ((intensity + 1.0) * 0.5);
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+ if (polylight_info) {
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+ pgraph_cat.info() << "intensity = " << intensity << endl;
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+ }
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+ */
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+
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PolylightNode::Attenuation_Type light_attenuation = light->get_attenuation();
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Colorf light_color;
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if (light->is_flickering()) { // If flickering, modify color
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@@ -212,6 +244,8 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
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light_scale = 1.0;
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}
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+ //light_scale *= intensity;
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+
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if (min_dist > dist) {
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min_dist = dist;
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// Keep accumulating each lights contribution...
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@@ -222,7 +256,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
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}
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if (polylight_info) {
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- pgraph_cat.info() << "weight_scale = " << weight_scale
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+ pgraph_cat.debug() << "weight_scale = " << weight_scale
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<< "; light_scale " << light_scale << endl;
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}
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@@ -257,7 +291,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
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//was_under_polylight = true;
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//data->_node_path.get_node_path().set_color_scale_off();
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if (polylight_info)
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- pgraph_cat.info() << "num lights = " << num_lights << endl;
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+ pgraph_cat.debug() << "num lights = " << num_lights << endl;
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// divide by number of lights to get average.
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r = Rcollect;// / num_lights;
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@@ -265,14 +299,14 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
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b = Bcollect;// / num_lights;
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if (polylight_info)
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- pgraph_cat.info() << "avg: r=" << r << "; g=" << g << "; b=" << b << endl;
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+ pgraph_cat.debug() << "avg: r=" << r << "; g=" << g << "; b=" << b << endl;
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// Now add the scene_color multiplied by weight_scale
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r += scene_color[0] * weight_scale;
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g += scene_color[1] * weight_scale;
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b += scene_color[2] * weight_scale;
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if (polylight_info)
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- pgraph_cat.info() << "weighed: r=" << r << "; g=" << g << "; b=" << b << endl;
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+ pgraph_cat.debug() << "weighed: r=" << r << "; g=" << g << "; b=" << b << endl;
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/*
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// normalize the color
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@@ -283,7 +317,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
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b = color_vector[2];
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if (polylight_info)
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- pgraph_cat.info() << "unit: r=" << r << "; g=" << g << "; b=" << b << endl;
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+ pgraph_cat.debug() << "unit: r=" << r << "; g=" << g << "; b=" << b << endl;
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*/
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// cap it
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@@ -292,7 +326,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
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b = (b > 1.0)? 1.0 : b;
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if (polylight_info)
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- pgraph_cat.info() << "capped: r=" << r << "; g=" << g << "; b=" << b << endl;
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+ pgraph_cat.debug() << "capped: r=" << r << "; g=" << g << "; b=" << b << endl;
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// since this rgb will be scaled by scene_color by day night
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// cycle, lets undo that effect by dividing this rgb by the
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@@ -305,7 +339,7 @@ do_poly_light(const NodePath & root, const CullTraverserData *data, const Transf
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b /= scene_color[2];
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if (polylight_info)
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- pgraph_cat.info() << "final: r=" << r << "; g=" << g << "; b=" << b << endl;
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+ pgraph_cat.debug() << "final: r=" << r << "; g=" << g << "; b=" << b << endl;
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}
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/*
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