bool ETHScene::GenerateLightmaps(const int id) { if (!m_provider->IsRichLightingEnabled()) { return false; } // save current global scale and temporarily set it to 1 const ETHGlobalScaleManagerPtr& scaleManager = m_provider->GetGlobalScaleManager(); const float globalScale = scaleManager->GetScale(); scaleManager->SetScaleFactor(1.0f); const ETHSpriteEntity *pRender = (id >= 0) ? m_buckets.SeekEntity(id) : 0; const Vector2 v2Bucket = (pRender) ? ETHBucketManager::GetBucket(pRender->GetPositionXY(), GetBucketSize()) : Vector2(0,0); for (ETHBucketMap::iterator bucketIter = m_buckets.GetFirstBucket(); bucketIter != m_buckets.GetLastBucket(); ++bucketIter) { // if we're lighting only one entity and it is not in this bucket, skip it. // I know we could have used the find method to go directly to that bucket // but this function os not that critical to make the effort worth it. if (id >= 0) if (v2Bucket != bucketIter->first) continue; // iterate over all entities in this bucket ETHEntityList& entityList = bucketIter->second; ETHEntityList::const_iterator iEnd = entityList.end(); for (ETHEntityList::iterator iter = entityList.begin(); iter != iEnd; ++iter) { ETHRenderEntity* entity = (*iter); // if nID is valid, let's try to generate the lightmap for this one and only entity if (id >= 0) if (id != entity->GetID()) continue; Vector2 v2Size(1,1); Vector2 v2AbsoluteOrigin(0,0); if (entity->GetSprite()) { v2Size = entity->GetCurrentSize(); v2AbsoluteOrigin = entity->ComputeAbsoluteOrigin(v2Size); } // Place the current entity at the top-left corner to align // it to the render target const Vector3 oldPos = entity->GetPosition(); const Vector3 newPos = Vector3(v2AbsoluteOrigin.x, v2AbsoluteOrigin.y, 0); std::list<ETHLight> lights; // fill the light list for (ETHBucketMap::iterator lbucketIter = m_buckets.GetFirstBucket(); lbucketIter != m_buckets.GetLastBucket(); ++lbucketIter) { ETHEntityList& lEntityList = lbucketIter->second; ETHEntityList::const_iterator liEnd = lEntityList.end(); for (ETHEntityList::iterator liter = lEntityList.begin(); liter != liEnd; ++liter) { ETHRenderEntity* lightEntity = (*liter); if (lightEntity->IsStatic() && lightEntity->HasLightSource()) { lights.push_back( ETHEntityRenderingManager::BuildChildLight( *(lightEntity->GetLight()), newPos - oldPos + lightEntity->GetPosition(), lightEntity->GetScale())); } } } if (lights.size() > 0) { ETHLightmapGen((*iter), m_provider->GetShaderManager(), lights.begin(), lights.end(), m_buckets, oldPos, newPos, m_minSceneHeight, m_maxSceneHeight, m_sceneProps); } else { entity->ReleaseLightmap(); } entity->SetOrphanPosition(oldPos); lights.clear(); } } #if defined(_DEBUG) || defined(DEBUG) ETH_STREAM_DECL(ss) << GS_L("Lightmaps created... "); m_provider->Log(ss.str(), Platform::FileLogger::INFO); #endif // go back to the previous global scale scaleManager->SetScaleFactor(globalScale); return true; }
bool ETHScene::GenerateLightmaps(const int id) { const ETHSpriteEntity *pRender = (id >= 0) ? m_buckets.SeekEntity(id) : 0; const Vector2 v2Bucket = (pRender) ? ETHGlobal::GetBucket(pRender->GetPositionXY(), GetBucketSize()) : Vector2(0,0); for (ETHBucketMap::iterator bucketIter = m_buckets.GetFirstBucket(); bucketIter != m_buckets.GetLastBucket(); bucketIter++) { // if we're lighting only one entity and it is not in this bucket, skip it. // I know we could have used the find method to go directly to that bucket // but this function os not that critical to make the effort worth it. if (id >= 0) if (v2Bucket != bucketIter->first) continue; // iterate over all entities in this bucket ETHEntityList::const_iterator iEnd = bucketIter->second.end(); for (ETHEntityList::iterator iter = bucketIter->second.begin(); iter != iEnd; iter++) { // if nID is valid, let's try to generate the lightmap for this one and only entity if (id >= 0) if (id != (*iter)->GetID()) continue; Vector2 v2Size(1,1); Vector2 v2Origin(0,0); if ((*iter)->GetSprite()) { v2Size = (*iter)->GetCurrentSize(); v2Origin = (*iter)->ComputeOrigin(v2Size); } // Place the current entity at the top-left corner to align // it to the render target const Vector3 oldPos = (*iter)->GetPosition(); const Vector3 newPos = Vector3(v2Origin.x, v2Origin.y, 0); // fill the light list for (ETHBucketMap::iterator lbucketIter = m_buckets.GetFirstBucket(); lbucketIter != m_buckets.GetLastBucket(); lbucketIter++) { ETHEntityList::const_iterator liEnd = lbucketIter->second.end(); for (ETHEntityList::iterator liter = lbucketIter->second.begin(); liter != liEnd; liter++) { if ((*liter)->IsStatic() && (*liter)->HasLightSource()) { AddLight(*((*liter)->GetLight()), newPos-oldPos+(*liter)->GetPosition()); } } } ETHLightmapGen((*iter), m_provider->GetShaderManager(), m_lights.begin(), m_lights.end(), m_buckets, oldPos, newPos, m_minSceneHeight, m_maxSceneHeight, m_sceneProps); (*iter)->SetOrphanPosition(oldPos); m_lights.clear(); } } #ifdef _DEBUG ETH_STREAM_DECL(ss) << GS_L("Lightmaps created... "); m_provider->Log(ss.str(), Platform::FileLogger::INFO); #endif return true; }