コード例 #1
0
ファイル: gl_walls_draw.cpp プロジェクト: WChrisK/Zandronum
//==========================================================================
//
// Sets up the texture coordinates for one light to be rendered
//
//==========================================================================
bool GLWall::PrepareLight(texcoord * tcs, ADynamicLight * light)
{
	float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2};
	Plane p;
	Vector nearPt, up, right;
	float scale;

	p.Init(vtx,4);

	if (!p.ValidNormal()) 
	{
		return false;
	}

	if (!gl_SetupLight(p, light, nearPt, up, right, scale, Colormap.colormap, true, !!(flags&GLWF_FOGGY))) 
	{
		return false;
	}

	if (tcs != NULL)
	{
		Vector t1;
		int outcnt[4]={0,0,0,0};

		for(int i=0;i<4;i++)
		{
			t1.Set(&vtx[i*3]);
			Vector nearToVert = t1 - nearPt;
			tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f;
			tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f;

			// quick check whether the light touches this polygon
			if (tcs[i].u<0) outcnt[0]++;
			if (tcs[i].u>1) outcnt[1]++;
			if (tcs[i].v<0) outcnt[2]++;
			if (tcs[i].v>1) outcnt[3]++;

		}
		// The light doesn't touch this polygon
		if (outcnt[0]==4 || outcnt[1]==4 || outcnt[2]==4 || outcnt[3]==4) return false;
	}

	draw_dlight++;
	return true;
}
コード例 #2
0
void GLWall::SetupLights()
{
	// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
	switch (type)
	{
	case RENDERWALL_FOGBOUNDARY:
	case RENDERWALL_MIRRORSURFACE:
	case RENDERWALL_COLOR:
	case RENDERWALL_COLORLAYER:
		return;
	}

	float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2};
	Plane p;

	lightdata.Clear();
	p.Init(vtx,4);

	if (!p.ValidNormal()) 
	{
		return;
	}
	FLightNode *node;
	if (seg->sidedef == NULL)
	{
		node = NULL;
	}
	else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
	{
		node = seg->sidedef->lighthead;
	}
	else if (sub)
	{
		// Polobject segs cannot be checked per sidedef so use the subsector instead.
		node = sub->lighthead;
	}
	else node = NULL;

	// Iterate through all dynamic lights which touch this wall and render them
	while (node)
	{
		if (!(node->lightsource->flags2&MF2_DORMANT))
		{
			iter_dlight++;

			Vector fn, pos;

			float x = FIXED2FLOAT(node->lightsource->X());
			float y = FIXED2FLOAT(node->lightsource->Y());
			float z = FIXED2FLOAT(node->lightsource->Z());
			float dist = fabsf(p.DistToPoint(x, z, y));
			float radius = (node->lightsource->GetRadius() * gl_lights_size);
			float scale = 1.0f / ((2.f * radius) - dist);

			if (radius > 0.f && dist < radius)
			{
				Vector nearPt, up, right;

				pos.Set(x,z,y);
				fn=p.Normal();
				fn.GetRightUp(right, up);

				Vector tmpVec = fn * dist;
				nearPt = pos + tmpVec;

				Vector t1;
				int outcnt[4]={0,0,0,0};
				texcoord tcs[4];

				// do a quick check whether the light touches this polygon
				for(int i=0;i<4;i++)
				{
					t1.Set(&vtx[i*3]);
					Vector nearToVert = t1 - nearPt;
					tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f;
					tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f;

					if (tcs[i].u<0) outcnt[0]++;
					if (tcs[i].u>1) outcnt[1]++;
					if (tcs[i].v<0) outcnt[2]++;
					if (tcs[i].v>1) outcnt[3]++;

				}
				if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4) 
				{
					gl_GetLight(p, node->lightsource, true, false, lightdata);
				}
			}
		}
		node = node->nextLight;
	}

	dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
}
コード例 #3
0
ファイル: gl_walls_draw.cpp プロジェクト: WChrisK/Zandronum
void GLWall::SetupLights()
{
	float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2};
	Plane p;

	lightdata.Clear();
	p.Init(vtx,4);

	if (!p.ValidNormal()) 
	{
		return;
	}
	for(int i=0;i<2;i++)
	{
		FLightNode *node;
		if (!seg->bPolySeg)
		{
			// Iterate through all dynamic lights which touch this wall and render them
			if (seg->sidedef)
			{
				node = seg->sidedef->lighthead[i];
			}
			else node = NULL;
		}
		else if (sub)
		{
			// To avoid constant rechecking for polyobjects use the subsector's lightlist instead
			node = sub->lighthead[i];
		}
		else node = NULL;

		while (node)
		{
			if (!(node->lightsource->flags2&MF2_DORMANT))
			{
				iter_dlight++;

				Vector fn, pos;

				float x = FIXED2FLOAT(node->lightsource->x);
				float y = FIXED2FLOAT(node->lightsource->y);
				float z = FIXED2FLOAT(node->lightsource->z);
				float dist = fabsf(p.DistToPoint(x, z, y));
				float radius = (node->lightsource->GetRadius() * gl_lights_size);
				float scale = 1.0f / ((2.f * radius) - dist);

				if (radius > 0.f && dist < radius)
				{
					Vector nearPt, up, right;

					pos.Set(x,z,y);
					fn=p.Normal();
					fn.GetRightUp(right, up);

					Vector tmpVec = fn * dist;
					nearPt = pos + tmpVec;

					Vector t1;
					int outcnt[4]={0,0,0,0};
					texcoord tcs[4];

					// do a quick check whether the light touches this polygon
					for(int i=0;i<4;i++)
					{
						t1.Set(&vtx[i*3]);
						Vector nearToVert = t1 - nearPt;
						tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f;
						tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f;

						if (tcs[i].u<0) outcnt[0]++;
						if (tcs[i].u>1) outcnt[1]++;
						if (tcs[i].v<0) outcnt[2]++;
						if (tcs[i].v>1) outcnt[3]++;

					}
					if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4) 
					{
						gl_GetLight(p, node->lightsource, Colormap.colormap, true, false, lightdata);
					}
				}
			}
			node = node->nextLight;
		}
	}
	int numlights[3];

	lightdata.Combine(numlights, gl.MaxLights());
	if (numlights[2] > 0)
	{
		draw_dlight+=numlights[2]/2;
		gl_RenderState.EnableLight(true);
		gl_RenderState.SetLights(numlights, &lightdata.arrays[0][0]);
	}
}
コード例 #4
0
void PointCloud::calcNormals ( float radius, unsigned int kNN, unsigned int maxTries )
{
//	cerr << "Begin calcNormals " << endl << flush;

	KdTree3Df kd;
	kd.IndexedData(begin(), end());
	kd.Build();

	GfxTL::LimitedHeap< GfxTL::NN< float > > nn;
	KdTree3Df::NearestNeighborsAuxData< value_type > nnAux;
	//GfxTL::AssumeUniqueLimitedHeap< GfxTL::NN< float > > nn;
	MiscLib::NoShrinkVector< float > weights;

	vector<int> stats(91, 0);
#ifdef PCA_NORMALS
	GfxTL::Plane< GfxTL::Vector3Df > plane;
#endif
	for ( unsigned int i = 0; i < size(); i ++ )
	{
		//kd.PointsInBall(at(i), radius, &nn);
		//if(nn.size() > kNN)
		//{
		//	std::sort(nn.begin(), nn.end());
		//	nn.resize(kNN);
		//}
		kd.NearestNeighbors(at(i), kNN, &nn, &nnAux);
		unsigned int num = (unsigned int)nn.size();

		//if(i%1000 == 0)
		//	cerr << num << " ";

		if ( num > kNN )
			num = kNN;

		at(i).normal = Vec3f(0,0,0);
		if ( num < 8 ) {

			continue;
		}
			
#ifdef PCA_NORMALS
		weights.resize(nn.size());
		if(nn.front().sqrDist > 0)
		{
			float h = nn.front().sqrDist / 2;
			for(unsigned int i = 0; i < nn.size(); ++i)
				weights[i] = std::exp(-nn[i].sqrDist / h);
		}
		else
			std::fill(weights.begin(), weights.end(), 1.f);
		plane.Fit(GfxTL::IndexIterate(nn.begin(), begin()),
			GfxTL::IndexIterate(nn.end(), begin()), weights.begin());
		at(i).normal = Vec3f(plane.Normal().Data());
#endif

#ifdef LMS_NORMALS
		float score, bestScore = -1.f;
		for (unsigned int tries = 0; tries < maxTries; tries++)
		{
			//choose candidate
			int i0, i1, i2;
			i0 = rand() % num;
			do 
				i1 = rand() % num;
			while (i1 == i0);
			do
				i2 = rand() % num;
			while (i2 == i0 || i2 == i1);

			Plane plane;
			if(!plane.Init(at(nn[i0]), at(nn[i1]), at(nn[i2])))
				continue;
			
			//evaluate metric
			float *dist = new float[num];
			for (unsigned int j = 0; j < num; j++)
			{
				dist[j] = plane.getDistance(at(nn[j]));
			}
	//		sort(dist, dist+num);
		//	score = dist[num/2]; // evaluate median
			score = quick_select(dist, num); // evaluate median
			delete[] dist;

			if (score < bestScore || bestScore < 0.f)
			{
				if ( tries > maxTries/2 ) {
					// let us see how good the first half of candidates are...
					int index = std::floor(180/M_PI*std::acos(std::min(1.f, abs(plane.getNormal().dot(at(i).normal)))));
					stats[index]++;
				}
				at(i).normal = plane.getNormal();
				bestScore = score;
			}

		}
			
#endif
		
	}

	//cerr << "End calcNormals " << endl << flush;
	//copy(stats.begin(), stats.end(), ostream_iterator<int>(cerr, " "));
}