void RectLight::fillProperties(ParsedBlock& pb) { Light::fillProperties(pb); pb.getIntProp("xSubd", &xSubd, 1); pb.getIntProp("ySubd", &ySubd, 1); pb.getTransformProp(T, IT); }
void GlobalSettings::fillProperties(ParsedBlock& pb) { pb.getIntProp("frameWidth", &frameWidth); pb.getIntProp("frameHeight", &frameHeight); pb.getColorProp("ambientLight", &ambientLight); pb.getIntProp("maxTraceDepth", &maxTraceDepth); pb.getBoolProp("dbg", &dbg); pb.getBoolProp("wantPrepass", &wantPrepass); pb.getBoolProp("wantAA", &wantAA); pb.getDoubleProp("aaThresh", &aaThresh); }
void Layered::fillProperties(ParsedBlock& pb) { char name[128]; char value[256]; int srcLine; for (int i = 0; i < pb.getBlockLines(); i++) { // fetch and parse all lines like "layer <shader>, <color>[, <texture>]" pb.getBlockLine(i, srcLine, name, value); if (!strcmp(name, "layer")) { char shaderName[200]; char textureName[200] = ""; bool err = false; if (!getFrontToken(value, shaderName)) { err = true; } else { stripPunctuation(shaderName); } if (!strlen(value)) err = true; if (!err && value[strlen(value) - 1] != ')') { if (!getLastToken(value, textureName)) { err = true; } else { stripPunctuation(textureName); } } if (!err && !strcmp(textureName, "NULL")) strcpy(textureName, ""); Shader* shader = NULL; Texture* texture = NULL; if (!err) { shader = pb.getParser().findShaderByName(shaderName); err = (shader == NULL); } if (!err && strlen(textureName)) { texture = pb.getParser().findTextureByName(textureName); err = (texture == NULL); } if (err) throw SyntaxError(srcLine, "Expected a line like `layer <shader>, <color>[, <texture>]'"); double x, y, z; get3Doubles(srcLine, value, x, y, z); addLayer(shader, Color((float) x, (float) y, (float) z), texture); } } }
void PointLight::fillProperties(ParsedBlock& pb) { Light::fillProperties(pb); pb.getVectorProp("pos", &pos); }
void Light::fillProperties(ParsedBlock& pb) { pb.getColorProp("color", &col); }
void Heightfield::fillProperties(ParsedBlock& pb) { Bitmap* bmp = NULL; if (!pb.getBitmapFileProp("file", &bmp, filename)) pb.requiredProp("file"); W = bmp->getWidth(); H = bmp->getHeight(); blur = 0; pb.getDoubleProp("blur", &blur); heights = new float[W * H]; float minY = LARGE_FLOAT, maxY = -LARGE_FLOAT; // do we have blur? if no, just fetch the source image and store it: if (blur <= 0) { for (int y = 0; y < H; y++) for (int x = 0; x < W; x++) { float h = bmp->getPixel(x, y).intensity(); heights[y * W + x] = h; minY = min(minY, h); maxY = max(maxY, h); } } else { // We have blur... // 1) convert image to greyscale (if not already): for (int y = 0; y < H; y++) { for (int x = 0; x < W; x++) { float f = bmp->getPixel(x, y).intensity(); bmp->setPixel(x, y, Color(f, f, f)); } } // 2) calculate the gaussian coefficients, see http://en.wikipedia.org/wiki/Gaussian_blur static float gauss[128][128]; int R = min(128, nearestInt(float(3 * blur))); for (int y = 0; y < R; y++) for (int x = 0; x < R; x++) gauss[y][x] = float(exp(-(sqr(x) + sqr(y))/(2 * sqr(blur))) / (2 * PI * sqr(blur))); // 3) apply gaussian blur with the specified number of blur units: // (this is potentially slow for large blur radii) for (int y = 0; y < H; y++) { for (int x = 0; x < W; x++) { float sum = 0; for (int dy = -R + 1; dy < R; dy++) for (int dx = -R + 1; dx < R; dx++) sum += gauss[abs(dy)][abs(dx)] * bmp->getPixel(x + dx, y + dy).r; heights[y * W + x] = sum; minY = min(minY, sum); maxY = max(maxY, sum); } } } // set the bounding box. minY and maxY are the bbox extents along Y and are calculated // from the heights[] array. bbox.vmin = Vector(0, minY, 0); bbox.vmax = Vector(W, maxY, H); // calculate the maxH array. maxH(x, y) = max(H(x, y), H(x + 1, y), H(x, y + 1), H(x + 1, y+1)) maxH = new float[W*H]; for (int y = 0; y < H; y++) for (int x = 0; x < W; x++) { float& maxH = this->maxH[y * W + x]; maxH = heights[y * W + x]; if (x < W - 1) maxH = max(maxH, heights[y * W + x + 1]); if (y < H - 1) { maxH = max(maxH, heights[(y + 1) * W + x]); if (x < W - 1) maxH = max(maxH, heights[(y + 1) * W + x + 1]); } } // precalculate the normals at each integer point. We create normals by doing two forward differences // on the height along x and y at each point and using the cross product of these differences to // obtain the normal vector normals = new Vector[W * H]; for (int y = 0; y < H; y++) for (int x = 0; x < W; x++) { float h0 = heights[y * W + x]; float hdx = heights[y * W + min(W - 1, x + 1)]; float hdy = heights[min(H - 1, y + 1) * W + x]; Vector vdx = Vector(1, hdx - h0, 0); // forward difference along X Vector vdy = Vector(0, hdy - h0, 1); // forward difference along Z Vector norm = vdy ^ vdx; norm.normalize(); normals[y * W + x] = norm; } useOptimization = false; pb.getBoolProp("useOptimization", &useOptimization); if (!disableAcceleratedStructures && useOptimization) { Uint32 clk = SDL_GetTicks(); buildStruct(); clk = SDL_GetTicks() - clk; printf("Heightfield acceleration struct built in %.3lfs\n", clk / 1000.0); } }