コード例 #1
0
ファイル: CC3PODLight.cpp プロジェクト: ClAndHHL/cocos3d-x
void CC3PODLight::initAtIndex( GLint aPODIndex, CC3PODResource* aPODRez )
{
	super::initAtIndex( aPODIndex, aPODRez );
	// Get the light content
	if (getPodContentIndex() >= 0) 
	{
		SPODLight* psl = (SPODLight*)aPODRez->getLightPODStructAtIndex(getPodContentIndex());
		//LogRez(@"Setting %@ parameters from %@", [self class], NSStringFromSPODLight(psl));
		setPodTargetIndex( psl->nIdxTarget );

		setAmbientColor( kCC3DefaultLightColorAmbient );
		setDiffuseColor( ccc4f(psl->pfColour[0], psl->pfColour[1], psl->pfColour[2], 1.0) );
		setSpecularColor( kCC3DefaultLightColorSpecular );

		setAttenuation( CC3AttenuationCoefficientsMake(psl->fConstantAttenuation,
															psl->fLinearAttenuation,
															psl->fQuadraticAttenuation) );
		switch (psl->eType) 
		{
			case ePODDirectional:
				setIsDirectionalOnly( true );
				break;
			case ePODPoint:
				setIsDirectionalOnly( false );
				break;
			case ePODSpot:
				setIsDirectionalOnly( false );
				setSpotCutoffAngle( CC3RadToDeg(psl->fFalloffAngle) );
				setSpotExponent( psl->fFalloffExponent );
				break;
			default:
				break;
		}
	}
}
コード例 #2
0
ファイル: CC3PODLight.cpp プロジェクト: HerdiandKun/cocos3d-x
void CC3PODLight::initAtIndex( GLint aPODIndex, CC3PODResource* aPODRez )
{
    init();
    setPodIndex( aPODIndex );
    
    SPODNode* psn = (SPODNode*)getNodePODStructAtIndex( aPODIndex, aPODRez );
    //LogRez(@"Creating %@ at index %i from: %@", [self class], aPODIndex, NSStringFromSPODNode(psn));
    setName( psn->pszName );
    setPodContentIndex( psn->nIdx );
    setPodParentIndex( psn->nIdxParent );
    
    if ( psn->pfAnimPosition )
        setLocation( *(CC3Vector*)psn->pfAnimPosition );
    if ( psn->pfAnimRotation )
        setQuaternion( *(CC3Quaternion*)psn->pfAnimRotation );
    if ( psn->pfAnimScale )
        setScale( *(CC3Vector*)psn->pfAnimScale );
    
    if ( CC3PODNodeAnimation::sPODNodeDoesContainAnimation((PODStructPtr)psn) )
        setAnimation( CC3PODNodeAnimation::animationFromSPODNode( (PODStructPtr)psn, aPODRez->getAnimationFrameCount() ) );
    else if (aPODRez->shouldFreezeInanimateNodes())
        setAnimation( CC3FrozenNodeAnimation::animationFromNodeState( this ) );
    
	// Get the light content
	if (getPodContentIndex() >= 0) 
	{
		SPODLight* psl = (SPODLight*)aPODRez->getLightPODStructAtIndex(getPodContentIndex());
		//LogRez(@"Setting %@ parameters from %@", [self class], NSStringFromSPODLight(psl));
		setPodTargetIndex( psl->nIdxTarget );

		setAmbientColor( kCC3DefaultLightColorAmbient );
		setDiffuseColor( ccc4f(psl->pfColour[0], psl->pfColour[1], psl->pfColour[2], 1.0) );
		setSpecularColor( kCC3DefaultLightColorSpecular );

		setAttenuation( CC3AttenuationCoefficientsMake(psl->fConstantAttenuation,
															psl->fLinearAttenuation,
															psl->fQuadraticAttenuation) );
		switch (psl->eType) 
		{
			case ePODDirectional:
				setIsDirectionalOnly( true );
				break;
			case ePODPoint:
				setIsDirectionalOnly( false );
				break;
			case ePODSpot:
				setIsDirectionalOnly( false );
				setSpotCutoffAngle( CC3RadToDeg(psl->fFalloffAngle) );
				setSpotExponent( psl->fFalloffExponent );
				break;
			default:
				break;
		}
	}
}
コード例 #3
0
void RenderableLightEntityItem::updateRenderItemFromEntity(LightPayload& lightPayload) {
    auto entity = this;

    lightPayload.setVisible(entity->getVisible());

    auto light = lightPayload.editLight();
    light->setPosition(entity->getPosition());
    light->setOrientation(entity->getRotation());

    bool success;
    lightPayload.editBound() = entity->getAABox(success);
    if (!success) {
        lightPayload.editBound() = render::Item::Bound();
    }

    glm::vec3 dimensions = entity->getDimensions();
    float largestDiameter = glm::compMax(dimensions);
    light->setMaximumRadius(largestDiameter / 2.0f);

    light->setColor(toGlm(entity->getXColor()));

    float intensity = entity->getIntensity();//* entity->getFadingRatio();
    light->setIntensity(intensity);

    light->setFalloffRadius(entity->getFalloffRadius());


    float exponent = entity->getExponent();
    float cutoff = glm::radians(entity->getCutoff());
    if (!entity->getIsSpotlight()) {
        light->setType(model::Light::POINT);
    } else {
        light->setType(model::Light::SPOT);

        light->setSpotAngle(cutoff);
        light->setSpotExponent(exponent);
    }

}
コード例 #4
0
ファイル: main.cpp プロジェクト: RoXeon/Pacman3D
int main(int argc, char** argv)
{
    osg::ArgumentParser arguments( &argc, argv );

    std::string dbPath;
    arguments.read("--db_path", dbPath);

    std::srand ( unsigned ( std::time(0) ) );

    auto board = Board(boardDefinition, boardSizeX, boardSizeY, dbPath);
    auto ghostFactory = GhostFactory();

    auto main_obj = make_ref<osg::Group>();
    main_obj->addChild(board.draw().get());

    auto ghostModel = osgDB::readNodeFile(dbPath + "/cow.osg");
    auto ghostCount = 16;
    while(ghostCount--)
    {
        main_obj->addChild(ghostFactory.drawGhost(board, ghostModel).get());
    }

    // init rotate
    auto init_rotate = make_ref<osg::MatrixTransform>();
    init_rotate->setMatrix( osg::Matrix::rotate(osg::PI * 2, osg::Vec3(1.0f, 0.0f, 0.0f)) );

    // chain rotates
    init_rotate->addChild(main_obj);

    // Root group
    auto root = make_ref<osg::Group>();
    root->addChild(init_rotate);

    // Setup fog
    if(FogEnabled) {
        osg::ref_ptr<osg::Fog> fog = new osg::Fog;
        fog->setMode( osg::Fog::EXP2 );
        fog->setStart( 0.0f );
        fog->setEnd(board.getFieldSizeX() * 20);
        fog->setDensity(0.0135);
        fog->setColor( osg::Vec4(0., 0., 0., 1.0) );

        root->getOrCreateStateSet()->setAttributeAndModes(fog.get());
    }

    // Start viewer
    osgViewer::Viewer viewer;

    // Set up flashlight
    auto lightSource = make_ref<osg::LightSource>();
    lightSource->setReferenceFrame(osg::LightSource::ABSOLUTE_RF);
    auto light = lightSource->getLight();
    const osg::Vec3 lightPosition{1.5, -1, -1}; // right, down, front
    light->setPosition(osg::Vec4{lightPosition, 1});
    light->setDirection(osg::Vec3{0, 0, -1} * 30 - lightPosition);
    light->setSpotExponent(60);
    light->setSpotCutoff(90);
    light->setDiffuse(osg::Vec4(1, 1, 1, 1));
    light->setAmbient(osg::Vec4(0.6, 0.6, 0.6, 1));
    light->setSpecular(osg::Vec4(1, 1, 1, 1));
    light->setLinearAttenuation(0.001);
    light->setConstantAttenuation(0.5);
    root->addChild(lightSource);

    double height = std::min(board.getFieldSizeX(), board.getFieldSizeY()) / 1.5;

    auto fpsManipulator = make_ref<FPSManipulator>(board, viewer, *light);
    fpsManipulator->setHomePosition(
        osg::Vec3d(board.getFieldCenterX(1), board.getFieldCenterY(10), height),
        osg::Vec3d(0.0f, 0.0f, height),
        osg::Vec3d(0.0f, 0.0f, 1.0f)
    );


    auto keySwitch = make_ref<osgGA::KeySwitchMatrixManipulator>();
    keySwitch->addNumberedMatrixManipulator(make_ref<osgGA::OrbitManipulator>());
    keySwitch->addNumberedMatrixManipulator(fpsManipulator);
    viewer.setCameraManipulator(keySwitch);

    viewer.home();
    viewer.setSceneData( root );

    osgViewer::Viewer::Windows windows;
    viewer.getWindows(windows);
    viewer.getCamera()->setClearColor(osg::Vec4{0, 0, 0, 0});

    viewer.getCamera()->getView()->setLightingMode(osg::View::HEADLIGHT);
    auto defaultLight = viewer.getCamera()->getView()->getLight();
    defaultLight->setDiffuse(osg::Vec4(0, 0, 0, 1));
    defaultLight->setAmbient(osg::Vec4(0, 0, 0, 1));
    defaultLight->setSpecular(osg::Vec4(0, 0, 0, 1));

    // Shaders
    auto program = make_ref<osg::Program>();
    auto fragmentObject = make_ref<osg::Shader>(osg::Shader::FRAGMENT);
    loadShaderSource(fragmentObject, dbPath + "/shader.frag");
    auto vertexObject = make_ref<osg::Shader>(osg::Shader::VERTEX);
    loadShaderSource(vertexObject, dbPath + "/shader.vert");
    program->addShader(vertexObject);
    program->addShader(fragmentObject);
    root->getOrCreateStateSet()->setAttributeAndModes(program, osg::StateAttribute::ON);

    root->getOrCreateStateSet()->addUniform(new osg::Uniform("samplerName", TEXTURE_UNIT));
    root->getOrCreateStateSet()->addUniform(new osg::Uniform("Shininess", BoardObjectsShininess));
    root->getOrCreateStateSet()->addUniform(new osg::Uniform("FogEnabled", FogEnabled));

    // Optimize
    osgUtil::Optimizer optimzer;
    optimzer.optimize(root);

    viewer.setUpViewOnSingleScreen(0);

    return viewer.run();
}