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LightNode.cpp
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LightNode.cpp
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#include "LightNode.h"
#include "itextstream.h"
#include "icolourscheme.h"
#include "../EntitySettings.h"
#include <functional>
#include "registry/CachedKey.h"
namespace entity {
// --------- LightNode implementation ------------------------------------
LightNode::LightNode(const IEntityClassPtr& eclass) :
EntityNode(eclass),
_light(_spawnArgs,
*this,
Callback(std::bind(&scene::Node::transformChanged, this)),
Callback(std::bind(&scene::Node::boundsChanged, this)),
Callback(std::bind(&LightNode::onLightRadiusChanged, this))),
_lightCenterInstance(_light.getDoom3Radius().m_centerTransformed, std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_lightTargetInstance(_light.targetTransformed(), std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_lightRightInstance(_light.rightTransformed(), _light.targetTransformed(), std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_lightUpInstance(_light.upTransformed(), _light.targetTransformed(), std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_lightStartInstance(_light.startTransformed(), std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_lightEndInstance(_light.endTransformed(), std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_dragPlanes(std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_renderableOctagon(_light._originTransformed),
_renderableRadius(_light._lightBox.origin),
_renderableFrustum(_light._lightBox.origin, _light._lightStartTransformed, _light._frustum),
_overrideColKey(colours::RKEY_OVERRIDE_LIGHTCOL)
{}
LightNode::LightNode(const LightNode& other) :
EntityNode(other),
ILightNode(other),
_light(other._light,
*this,
_spawnArgs,
Callback(std::bind(&Node::transformChanged, this)),
Callback(std::bind(&Node::boundsChanged, this)),
Callback(std::bind(&LightNode::onLightRadiusChanged, this))),
_lightCenterInstance(_light.getDoom3Radius().m_centerTransformed, std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_lightTargetInstance(_light.targetTransformed(), std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_lightRightInstance(_light.rightTransformed(), _light.targetTransformed(), std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_lightUpInstance(_light.upTransformed(), _light.targetTransformed(), std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_lightStartInstance(_light.startTransformed(), std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_lightEndInstance(_light.endTransformed(), std::bind(&LightNode::selectedChangedComponent, this,std::placeholders:: _1)),
_dragPlanes(std::bind(&LightNode::selectedChangedComponent, this, std::placeholders::_1)),
_renderableOctagon(_light._originTransformed),
_renderableRadius(_light._lightBox.origin),
_renderableFrustum(_light._lightBox.origin, _light._lightStartTransformed, _light._frustum),
_overrideColKey(colours::RKEY_OVERRIDE_LIGHTCOL)
{}
LightNodePtr LightNode::Create(const IEntityClassPtr& eclass)
{
LightNodePtr instance(new LightNode(eclass));
instance->construct();
return instance;
}
void LightNode::construct()
{
EntityNode::construct();
_light.construct();
}
// Snappable implementation
void LightNode::snapto(float snap) {
_light.snapto(snap);
}
AABB LightNode::getSelectAABB() const
{
// Use the light origin as select AAB centerpoint
Vector3 extents;
default_extents(extents);
return AABB(_light.getLightOrigin(), extents);
}
void LightNode::onLightRadiusChanged()
{
// Light radius changed, mark bounds as dirty
boundsChanged();
}
const AABB& LightNode::localAABB() const {
return _light.localAABB();
}
float LightNode::getShaderParm(int parmNum) const
{
return EntityNode::getShaderParm(parmNum);
}
void LightNode::onRemoveFromScene(scene::IMapRootNode& root)
{
// Call the base class first
EntityNode::onRemoveFromScene(root);
// De-select all child components as well
setSelectedComponents(false, selection::ComponentSelectionMode::Vertex);
setSelectedComponents(false, selection::ComponentSelectionMode::Face);
_renderableOctagon.clear();
}
void LightNode::testSelect(Selector& selector, SelectionTest& test)
{
// Generic entity selection
EntityNode::testSelect(selector, test);
// Light specific selection
test.BeginMesh(localToWorld());
SelectionIntersection best;
aabb_testselect(_light._lightBox, test, best);
if (best.isValid())
{
selector.addIntersection(best);
}
}
// greebo: Returns true if drag planes or one or more light vertices are selected
bool LightNode::isSelectedComponents() const {
return (_dragPlanes.isSelected() || _lightCenterInstance.isSelected() ||
_lightTargetInstance.isSelected() || _lightRightInstance.isSelected() ||
_lightUpInstance.isSelected() || _lightStartInstance.isSelected() ||
_lightEndInstance.isSelected() );
}
// greebo: Selects/deselects all components, depending on the chosen componentmode
void LightNode::setSelectedComponents(bool select, selection::ComponentSelectionMode mode)
{
if (mode == selection::ComponentSelectionMode::Face) {
_dragPlanes.setSelected(false);
}
if (mode == selection::ComponentSelectionMode::Vertex) {
_lightCenterInstance.setSelected(false);
_lightTargetInstance.setSelected(false);
_lightRightInstance.setSelected(false);
_lightUpInstance.setSelected(false);
_lightStartInstance.setSelected(false);
_lightEndInstance.setSelected(false);
}
}
void LightNode::invertSelectedComponents(selection::ComponentSelectionMode mode)
{
if (mode == selection::ComponentSelectionMode::Vertex)
{
_lightCenterInstance.invertSelected();
_lightTargetInstance.invertSelected();
_lightRightInstance.invertSelected();
_lightUpInstance.invertSelected();
_lightStartInstance.invertSelected();
_lightEndInstance.invertSelected();
}
}
void LightNode::testSelectComponents(Selector& selector, SelectionTest& test, selection::ComponentSelectionMode mode)
{
if (mode == selection::ComponentSelectionMode::Vertex)
{
// Use the full rotation matrix for the test
test.BeginMesh(localToWorld());
if (_light.isProjected())
{
// Test the projection components for selection
_lightTargetInstance.testSelect(selector, test);
_lightRightInstance.testSelect(selector, test);
_lightUpInstance.testSelect(selector, test);
_lightStartInstance.testSelect(selector, test);
_lightEndInstance.testSelect(selector, test);
}
else
{
// Test if the light center is hit by the click
_lightCenterInstance.testSelect(selector, test);
}
}
}
const AABB& LightNode::getSelectedComponentsBounds() const {
// Create a new axis aligned bounding box
m_aabb_component = AABB();
if (_light.isProjected()) {
// Include the according vertices in the AABB
m_aabb_component.includePoint(_lightTargetInstance.getVertex());
m_aabb_component.includePoint(_lightRightInstance.getVertex());
m_aabb_component.includePoint(_lightUpInstance.getVertex());
m_aabb_component.includePoint(_lightStartInstance.getVertex());
m_aabb_component.includePoint(_lightEndInstance.getVertex());
}
else {
// Just include the light center, this is the only vertex that may be out of the light volume
m_aabb_component.includePoint(_lightCenterInstance.getVertex());
}
return m_aabb_component;
}
void LightNode::snapComponents(float snap) {
if (_light.isProjected()) {
// Check, if any components are selected and snap the selected ones to the grid
if (isSelectedComponents()) {
if (_lightTargetInstance.isSelected()) {
_light.targetTransformed().snap(snap);
}
if (_lightRightInstance.isSelected()) {
_light.rightTransformed().snap(snap);
}
if (_lightUpInstance.isSelected()) {
_light.upTransformed().snap(snap);
}
if (_light.useStartEnd()) {
if (_lightEndInstance.isSelected()) {
_light.endTransformed().snap(snap);
}
if (_lightStartInstance.isSelected()) {
_light.startTransformed().snap(snap);
}
}
}
else {
// None are selected, snap them all
_light.targetTransformed().snap(snap);
_light.rightTransformed().snap(snap);
_light.upTransformed().snap(snap);
if (_light.useStartEnd()) {
_light.endTransformed().snap(snap);
_light.startTransformed().snap(snap);
}
}
}
else {
// There is only one vertex for point lights, namely the light_center, always snap it
_light.getDoom3Radius().m_centerTransformed.snap(snap);
}
_light.freezeTransform();
}
void LightNode::selectPlanes(Selector& selector, SelectionTest& test, const PlaneCallback& selectedPlaneCallback) {
test.BeginMesh(localToWorld());
// greebo: Make sure to use the local lightAABB() for the selection test, excluding the light center
AABB localLightAABB(Vector3(0,0,0), _light.getDoom3Radius().m_radiusTransformed);
_dragPlanes.selectPlanes(localLightAABB, selector, test, selectedPlaneCallback);
}
void LightNode::selectReversedPlanes(Selector& selector, const SelectedPlanes& selectedPlanes)
{
AABB localLightAABB(Vector3(0,0,0), _light.getDoom3Radius().m_radiusTransformed);
_dragPlanes.selectReversedPlanes(localLightAABB, selector, selectedPlanes);
}
scene::INodePtr LightNode::clone() const
{
LightNodePtr node(new LightNode(*this));
node->construct();
node->constructClone(*this);
return node;
}
void LightNode::selectedChangedComponent(const ISelectable& selectable) {
// add the selectable to the list of selected components (see RadiantSelectionSystem::onComponentSelection)
GlobalSelectionSystem().onComponentSelection(Node::getSelf(), selectable);
}
void LightNode::onPreRender(const VolumeTest& volume)
{
// Pick the colour shader according to our settings
_renderableOctagon.update(_overrideColKey.get() ? getColourShader() : _colourKey.getColourShader());
}
void LightNode::renderSolid(IRenderableCollector& collector, const VolumeTest& volume) const
{
// Submit self to the renderer as an actual light source
collector.addLight(_light);
EntityNode::renderSolid(collector, volume);
// Render the visible representation of the light entity (origin, bounds etc)
const bool lightIsSelected = isSelected();
renderLightVolume(collector, localToWorld(), lightIsSelected);
renderInactiveComponents(collector, volume, lightIsSelected);
}
void LightNode::renderWireframe(IRenderableCollector& collector, const VolumeTest& volume) const
{
EntityNode::renderWireframe(collector, volume);
const bool lightIsSelected = isSelected();
renderLightVolume(collector, localToWorld(), lightIsSelected);
renderInactiveComponents(collector, volume, lightIsSelected);
}
void LightNode::renderHighlights(IRenderableCollector& collector, const VolumeTest& volume)
{
collector.addHighlightRenderable(_renderableOctagon, Matrix4::getIdentity());
}
void LightNode::renderLightVolume(IRenderableCollector& collector,
const Matrix4& localToWorld,
bool selected) const
{
// Obtain the appropriate Shader for the light volume colour
const auto& colourShader = _overrideColKey.get() ? getWireShader() : _colourKey.getColourShader();
if (!colourShader) return;
#if 0
// Main render, submit the diamond that represents the light entity
collector.addRenderable(*colourShader, *this, localToWorld);
#endif
// Render bounding box if selected or the showAllLighRadii flag is set
if (selected || EntitySettings::InstancePtr()->getShowAllLightRadii())
{
if (_light.isProjected())
{
// greebo: This is not much of an performance impact as the
// projection gets only recalculated when it has actually changed.
_light.updateProjection();
collector.addRenderable(*colourShader, _renderableFrustum, localToWorld);
}
else
{
updateRenderableRadius();
collector.addRenderable(*colourShader, _renderableRadius, localToWorld);
}
}
}
/* greebo: Calculates the corners of the light radii box and rotates them according the rotation matrix.
*/
void LightNode::updateRenderableRadius() const
{
// greebo: Don't rotate the light radius box, that's done via local2world
AABB lightbox(_light._lightBox.origin, _light.m_doom3Radius.m_radiusTransformed);
lightbox.getCorners(_renderableRadius.m_points);
}
void LightNode::setRenderSystem(const RenderSystemPtr& renderSystem)
{
EntityNode::setRenderSystem(renderSystem);
// Clear the geometry from any previous shader
_renderableOctagon.clear();
// The renderable vertices are maintaining shader objects, acquire/free them now
_light.setRenderSystem(renderSystem);
_lightCenterInstance.setRenderSystem(renderSystem);
_lightTargetInstance.setRenderSystem(renderSystem);
_lightRightInstance.setRenderSystem(renderSystem);
_lightUpInstance.setRenderSystem(renderSystem);
_lightStartInstance.setRenderSystem(renderSystem);
_lightEndInstance.setRenderSystem(renderSystem);
}
// Renders the components of this light instance
void LightNode::renderComponents(IRenderableCollector& collector, const VolumeTest& volume) const
{
// Render the components (light center) as selected/deselected, if we are in the according mode
if (GlobalSelectionSystem().ComponentMode() == selection::ComponentSelectionMode::Vertex)
{
if (_light.isProjected())
{
// A projected light
EntitySettings& settings = *EntitySettings::InstancePtr();
const Vector3& colourStartEndSelected = settings.getLightVertexColour(LightEditVertexType::StartEndSelected);
const Vector3& colourStartEndDeselected = settings.getLightVertexColour(LightEditVertexType::StartEndDeselected);
const Vector3& colourVertexSelected = settings.getLightVertexColour(LightEditVertexType::Selected);
const Vector3& colourVertexDeselected = settings.getLightVertexColour(LightEditVertexType::Deselected);
// Update the colour of the light center dot
const_cast<Light&>(_light).colourLightTarget() = (_lightTargetInstance.isSelected()) ? colourVertexSelected : colourVertexDeselected;
const_cast<Light&>(_light).colourLightRight() = (_lightRightInstance.isSelected()) ? colourVertexSelected : colourVertexDeselected;
const_cast<Light&>(_light).colourLightUp() = (_lightUpInstance.isSelected()) ? colourVertexSelected : colourVertexDeselected;
const_cast<Light&>(_light).colourLightStart() = (_lightStartInstance.isSelected()) ? colourStartEndSelected : colourStartEndDeselected;
const_cast<Light&>(_light).colourLightEnd() = (_lightEndInstance.isSelected()) ? colourStartEndSelected : colourStartEndDeselected;
// Render the projection points
_light.renderProjectionPoints(collector, volume, localToWorld());
}
else
{
// A point light
// Update the colour of the light center dot
if (_lightCenterInstance.isSelected())
{
const_cast<Light&>(_light).getDoom3Radius().setCenterColour(
EntitySettings::InstancePtr()->getLightVertexColour(LightEditVertexType::Selected));
_light.renderLightCentre(collector, volume, localToWorld());
}
else
{
const_cast<Light&>(_light).getDoom3Radius().setCenterColour(
EntitySettings::InstancePtr()->getLightVertexColour(LightEditVertexType::Deselected));
_light.renderLightCentre(collector, volume, localToWorld());
}
}
}
}
void LightNode::renderInactiveComponents(IRenderableCollector& collector, const VolumeTest& volume, const bool selected) const
{
// greebo: We are not in component selection mode (and the light is still selected),
// check if we should draw the center of the light anyway
if (selected
&& GlobalSelectionSystem().ComponentMode() != selection::ComponentSelectionMode::Vertex
&& EntitySettings::InstancePtr()->getAlwaysShowLightVertices())
{
if (_light.isProjected())
{
EntitySettings& settings = *EntitySettings::InstancePtr();
const Vector3& colourStartEndInactive = settings.getLightVertexColour(LightEditVertexType::StartEndDeselected);
const Vector3& colourVertexInactive = settings.getLightVertexColour(LightEditVertexType::Deselected);
const_cast<Light&>(_light).colourLightStart() = colourStartEndInactive;
const_cast<Light&>(_light).colourLightEnd() = colourStartEndInactive;
const_cast<Light&>(_light).colourLightTarget() = colourVertexInactive;
const_cast<Light&>(_light).colourLightRight() = colourVertexInactive;
const_cast<Light&>(_light).colourLightUp() = colourVertexInactive;
// Render the projection points
_light.renderProjectionPoints(collector, volume, localToWorld());
}
else
{
const Vector3& colourVertexInactive = EntitySettings::InstancePtr()->getLightVertexColour(LightEditVertexType::Inactive);
const_cast<Light&>(_light).getDoom3Radius().setCenterColour(colourVertexInactive);
_light.renderLightCentre(collector, volume, localToWorld());
}
}
}
// Backend render function (GL calls)
void LightNode::render(const RenderInfo& info) const
{
#if 0
// Revert the light "diamond" to default extents for drawing
AABB tempAABB(_light._lightBox.origin, Vector3(8, 8, 8));
// Calculate the light vertices of this bounding box and store them into <points>
Vector3 max(tempAABB.origin + tempAABB.extents);
Vector3 min(tempAABB.origin - tempAABB.extents);
Vector3 mid(tempAABB.origin);
// top, bottom, tleft, tright, bright, bleft
Vector3 points[6] =
{
Vector3(mid[0], mid[1], max[2]),
Vector3(mid[0], mid[1], min[2]),
Vector3(min[0], max[1], mid[2]),
Vector3(max[0], max[1], mid[2]),
Vector3(max[0], min[1], mid[2]),
Vector3(min[0], min[1], mid[2])
};
// greebo: Draw the small cube representing the light origin.
typedef unsigned int index_t;
const index_t indices[24] = {
0, 2, 3,
0, 3, 4,
0, 4, 5,
0, 5, 2,
1, 2, 5,
1, 5, 4,
1, 4, 3,
1, 3, 2
};
glVertexPointer(3, GL_DOUBLE, 0, points);
glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(index_t), RenderIndexTypeID, indices);
#endif
}
void LightNode::evaluateTransform()
{
if (getType() == TRANSFORM_PRIMITIVE)
{
_light.translate(getTranslation());
_light.rotate(getRotation());
}
else
{
// Check if the light center is selected, if yes, transform it, if not, it's a drag plane operation
if (GlobalSelectionSystem().ComponentMode() == selection::ComponentSelectionMode::Vertex)
{
// When the user is mouse-moving a vertex in the orthoviews he/she is operating
// in world space. It's expected that the selected vertex follows the mouse.
// Since the editable light vertices are measured in local coordinates
// we have to calculate the new position in world space first and then transform
// the point back into local space.
if (_lightCenterInstance.isSelected())
{
// Retrieve the translation and apply it to the temporary light center variable
Vector3 newWorldPos = localToWorld().transformPoint(_light.getDoom3Radius().m_center) + getTranslation();
_light.getDoom3Radius().m_centerTransformed = localToWorld().getFullInverse().transformPoint(newWorldPos);
}
if (_lightTargetInstance.isSelected())
{
Vector3 newWorldPos = localToWorld().transformPoint(_light.target()) + getTranslation();
_light.targetTransformed() = localToWorld().getFullInverse().transformPoint(newWorldPos);
}
if (_lightStartInstance.isSelected())
{
Vector3 newWorldPos = localToWorld().transformPoint(_light.start()) + getTranslation();
Vector3 newLightStart = localToWorld().getFullInverse().transformPoint(newWorldPos);
// Assign the light start, perform the boundary checks
_light.setLightStart(newLightStart);
}
if (_lightEndInstance.isSelected())
{
Vector3 newWorldPos = localToWorld().transformPoint(_light.end()) + getTranslation();
_light.endTransformed() = localToWorld().getFullInverse().transformPoint(newWorldPos);
_light.ensureLightStartConstraints();
}
// Even more footwork needs to be done for light_up and light_right since these
// are measured relatively to the light_target position.
// Extend the regular local2World by the additional light_target transform
Matrix4 local2World = localToWorld();
local2World.translateBy(_light._lightTarget);
Matrix4 world2Local = local2World.getFullInverse();
if (_lightRightInstance.isSelected())
{
Vector3 newWorldPos = local2World.transformPoint(_light.right()) + getTranslation();
_light.rightTransformed() = world2Local.transformPoint(newWorldPos);
}
if (_lightUpInstance.isSelected())
{
Vector3 newWorldPos = local2World.transformPoint(_light.up()) + getTranslation();
_light.upTransformed() = world2Local.transformPoint(newWorldPos);
}
// If this is a projected light, then it is likely for the according vertices to have changed, so update the projection
if (_light.isProjected())
{
// Call projection changed, so that the recalculation can be triggered (call for projection() would be ignored otherwise)
_light.projectionChanged();
// Recalculate the frustum
_light.updateProjection();
}
}
else
{
// Ordinary Drag manipulator
// greebo: To evaluate the drag operation use a fresh AABB as starting point.
// We don't use the aabb() or localABB() methods, those return the bounding box
// including the light center, which may be positioned way out of the volume
_dragPlanes.m_bounds = AABB(_light._originTransformed, _light.m_doom3Radius.m_radiusTransformed);
_light.setLightRadius(_dragPlanes.evaluateResize(getTranslation(), rotation()));
}
}
}
const Matrix4& LightNode::rotation() const {
return _light.rotation();
}
void LightNode::_onTransformationChanged()
{
_light.revertTransform();
evaluateTransform();
_light.updateOrigin();
_renderableOctagon.queueUpdate();
}
void LightNode::_applyTransformation()
{
_light.revertTransform();
evaluateTransform();
_light.freezeTransform();
}
const Vector3& LightNode::getUntransformedOrigin()
{
return _light.getUntransformedOrigin();
}
void LightNode::onVisibilityChanged(bool isVisibleNow)
{
EntityNode::onVisibilityChanged(isVisibleNow);
if (isVisibleNow)
{
_renderableOctagon.queueUpdate();
}
else
{
_renderableOctagon.clear();
}
}
void LightNode::onEntitySettingsChanged()
{
_renderableOctagon.queueUpdate();
}
} // namespace entity