Files
Blocks3D/src/source/DataModelV2/LightingInstance.cpp
Modnark 0ac516618a Add LightingInstance
Still need to work on PropertyGrid for it
2022-10-12 13:47:39 -04:00

260 lines
8.8 KiB
C++

#include "DataModelV2/LightingInstance.h"
#include "Application.h"
#include "Globals.h"
#include "StringFunctions.h"
#include "Listener/ModeSelectionListener.h"
LightingInstance::LightingInstance(void)
{
Instance::Instance();
name = "Lighting";
className = "Lighting";
listicon = 10;
canDelete = false;
_hideSky = false;
lighting.setTime(G3D::toSeconds(2, 00, 00, PM));
// Maybe this is Top and Bottom Ambient?
lighting.ambient = Color3(0.5F, 0.5F, 0.5F);
lighting.lightColor = Color3(0.8F, 0.8F, 0.8F);
sky = Sky::create(NULL, ExePath() + "/content/sky/");
clearColor = Color4(0.0F, 0.0F, 0.0F, 0.0F);
}
LightingInstance::~LightingInstance(void)
{
sky->~Sky();
}
// Getters
G3D::SkyRef LightingInstance::getSky()
{
return sky;
}
G3D::LightingParameters LightingInstance::getLightingParameters()
{
return lighting;
}
std::vector<PROPGRIDITEM> LightingInstance::getProperties()
{
std::vector<PROPGRIDITEM> properties = Instance::getProperties();
properties.push_back(createPGI("Appearance",
"TopAmbient",
"The color of the TopAmbient for 3D Objects",
RGB((topAmbient.r*255),(topAmbient.g*255),(topAmbient.b*255)),
PIT_COLOR
));
properties.push_back(createPGI("Appearance",
"BottomAmbient",
"The color of the BottomAmbient for 3D Objects",
RGB((bottomAmbient.r*255),(bottomAmbient.g*255),(bottomAmbient.b*255)),
PIT_COLOR
));
properties.push_back(createPGI("Appearance",
"SpotLight",
"The color of the SpotLight",
RGB((spotLight.r*255),(spotLight.g*255),(spotLight.b*255)),
PIT_COLOR
));
properties.push_back(createPGI("Appearance",
"ClearColor",
"",
RGB((clearColor.r*255),(clearColor.g*255),(clearColor.b*255)),
PIT_COLOR
));
return properties;
}
void LightingInstance::PropUpdate(LPPROPGRIDITEM &item)
{
if(strcmp(item->lpszPropName, "TopAmbient") == 0)
{
topAmbient = Color3(
GetRValue(item->lpCurValue)/255.0F,
GetGValue(item->lpCurValue)/255.0F,
GetBValue(item->lpCurValue)/255.0F
);
}
if(strcmp(item->lpszPropName, "BottomAmbient") == 0)
{
bottomAmbient = Color3(
GetRValue(item->lpCurValue)/255.0F,
GetGValue(item->lpCurValue)/255.0F,
GetBValue(item->lpCurValue)/255.0F
);
}
if(strcmp(item->lpszPropName, "SpotLight") == 0)
{
spotLight = Color3(
GetRValue(item->lpCurValue)/255.0F,
GetGValue(item->lpCurValue)/255.0F,
GetBValue(item->lpCurValue)/255.0F
);
}
if(strcmp(item->lpszPropName, "ClearColor") == 0)
{
clearColor = Color3(
GetRValue(item->lpCurValue)/255.0F,
GetGValue(item->lpCurValue)/255.0F,
GetBValue(item->lpCurValue)/255.0F
);
}
else
Instance::PropUpdate(item);
}
// Functions
void LightingInstance::suppressSky(bool doSuppress)
{
_hideSky = doSuppress;
}
void LightingInstance::update()
{
RenderDevice* rd = g_usableApp->getRenderDevice();
if(!_hideSky) {
rd->clear(sky.isNull(), true, true);
if (sky.notNull()) sky->render(rd, lighting);
} else {
rd->setColorClearValue(clearColor);
rd->clear(true, true, true);
suppressSky(false);
}
// Setup lighting
rd->enableLighting();
rd->setShadeMode(RenderDevice::SHADE_SMOOTH);
rd->setAmbientLightColor(Color3(1,1,1));
rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor, true, true));
rd->setAmbientLightColor(lighting.ambient);
rd->beforePrimitive();
CoordinateFrame forDraw = rd->getObjectToWorldMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
g_dataModel->getWorkspace()->render(rd);
g_dataModel->getWorkspace()->renderName(rd);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
rd->setObjectToWorldMatrix(forDraw);
rd->afterPrimitive();
// Draw outlines
for(size_t i = 0; i < g_dataModel->getSelectionService()->getSelection().size(); i++)
{
if(PartInstance* part = dynamic_cast<PartInstance*>(g_dataModel->getSelectionService()->getSelection()[i]))
{
Vector3 size = part->getSize();
Vector3 pos = part->getPosition();
drawOutlines(
Vector3(0+size.x/2, 0+size.y/2, 0+size.z/2) ,
Vector3(0-size.x/2,0-size.y/2,0-size.z/2),
rd,
Vector3(size.x/2, size.y/2, size.z/2),
Vector3(pos.x, pos.y, pos.z),
part->getCFrame()
);
}
}
rd->disableLighting();
drawEffects();
}
void LightingInstance::drawEffects()
{
RenderDevice* rd = g_usableApp->getRenderDevice();
if (sky.notNull()) {
sky->renderLensFlare(rd, lighting);
}
}
void LightingInstance::drawOutlines(Vector3 from, Vector3 to, RenderDevice* rd, Vector3 size, Vector3 pos, CoordinateFrame c)
{
Color3 outline = Color3::cyan();
float offsetSize = 0.05F;
//X
Draw::box(c.toWorldSpace(Box(Vector3(from.x - offsetSize, from.y + offsetSize, from.z + offsetSize), Vector3(to.x + offsetSize, from.y - offsetSize, from.z - offsetSize))), rd, outline, Color4::clear());
Draw::box(c.toWorldSpace(Box(Vector3(from.x - offsetSize, to.y + offsetSize, from.z + offsetSize), Vector3(to.x + offsetSize, to.y - offsetSize, from.z - offsetSize))), rd, outline, Color4::clear());
Draw::box(c.toWorldSpace(Box(Vector3(from.x - offsetSize, to.y + offsetSize, to.z + offsetSize), Vector3(to.x + offsetSize, to.y - offsetSize, to.z - offsetSize))), rd, outline, Color4::clear());
Draw::box(c.toWorldSpace(Box(Vector3(from.x - offsetSize, from.y + offsetSize, to.z + offsetSize), Vector3(to.x + offsetSize, from.y - offsetSize, to.z - offsetSize))), rd, outline, Color4::clear());
//Y
Draw::box(c.toWorldSpace(Box(Vector3(from.x + offsetSize, from.y - offsetSize + 0.1, from.z + offsetSize), Vector3(from.x - offsetSize, to.y + offsetSize - 0.1, from.z - offsetSize))), rd, outline, Color4::clear());
Draw::box(c.toWorldSpace(Box(Vector3(to.x + offsetSize, from.y - offsetSize + 0.1, from.z + offsetSize), Vector3(to.x - offsetSize, to.y + offsetSize - 0.1, from.z - offsetSize))), rd, outline, Color4::clear());
Draw::box(c.toWorldSpace(Box(Vector3(to.x + offsetSize, from.y - offsetSize + 0.1, to.z + offsetSize), Vector3(to.x - offsetSize, to.y + offsetSize-0.1, to.z - offsetSize))), rd, outline, Color4::clear());
Draw::box(c.toWorldSpace(Box(Vector3(from.x + offsetSize, from.y - offsetSize + 0.1, to.z + offsetSize), Vector3(from.x - offsetSize, to.y + offsetSize - 0.1, to.z - offsetSize))), rd, outline, Color4::clear());
//Z
Draw::box(c.toWorldSpace(Box(Vector3(from.x + offsetSize, from.y + offsetSize, from.z - offsetSize), Vector3(from.x - offsetSize, from.y - offsetSize, to.z + offsetSize))), rd, outline, Color4::clear());
Draw::box(c.toWorldSpace(Box(Vector3(from.x + offsetSize, to.y + offsetSize, from.z - offsetSize), Vector3(from.x - offsetSize, to.y - offsetSize, to.z + offsetSize))), rd, outline, Color4::clear());
Draw::box(c.toWorldSpace(Box(Vector3(to.x + offsetSize, from.y + offsetSize, from.z - offsetSize), Vector3(to.x - offsetSize, from.y - offsetSize, to.z + offsetSize))), rd, outline, Color4::clear());
Draw::box(c.toWorldSpace(Box(Vector3(to.x + offsetSize, to.y + offsetSize, from.z - offsetSize), Vector3(to.x - offsetSize, to.y - offsetSize, to.z + offsetSize))), rd, outline, Color4::clear());
if(g_usableApp->getMode() == ARROWS)
{
AABox box;
c.toWorldSpace(Box(from, to)).getBounds(box);
float max = box.high().y - pos.y;
Draw::arrow(pos, Vector3(0, 1.5+max, 0), rd);
Draw::arrow(pos, Vector3(0, (-1.5)-max, 0), rd);
max = box.high().x - pos.x;
Draw::arrow(pos, Vector3(1.5+max, 0, 0), rd);
Draw::arrow(pos, Vector3((-1.5)-max, 0, 0), rd);
max = box.high().z - pos.z;
Draw::arrow(pos, Vector3(0, 0, 1.5+max), rd);
Draw::arrow(pos, Vector3(0, 0, (-1.5)-max), rd);
}
else if(g_usableApp->getMode() == RESIZE)
{
Color3 sphereColor = outline;
Vector3 gamepoint = pos;
Vector3 camerapoint = rd->getCameraToWorldMatrix().translation;
float distance = pow(pow((double)gamepoint.x - (double)camerapoint.x, 2) + pow((double)gamepoint.y - (double)camerapoint.y, 2) + pow((double)gamepoint.z - (double)camerapoint.z, 2), 0.5);
if(distance < 200)
{
float multiplier = distance * 0.025F/2;
if(multiplier < 0.25F)
multiplier = 0.25F;
Vector3 position = pos + (c.lookVector()*((size.z)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
position = pos - (c.lookVector()*((size.z)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
position = pos + (c.rightVector()*((size.x)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
position = pos - (c.rightVector()*((size.x)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
position = pos + (c.upVector()*((size.y)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
position = pos - (c.upVector()*((size.y)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
}
}
}