refactor light compile

This commit is contained in:
yangxiao 2014-09-17 18:58:35 +08:00
parent 41caef878b
commit 8c77130ae0
5 changed files with 148 additions and 150 deletions

View File

@ -124,16 +124,6 @@ void Scene::onProjectionChanged(EventCustom* event)
}
}
void Scene::setAmbientColor( const Color4F &color )
{
_ambientColor = color;
}
const Color4F& Scene::getAmbientColor() const
{
return _ambientColor;
}
#if CC_USE_PHYSICS
void Scene::addChild(Node* child, int zOrder, int tag)
{

View File

@ -34,7 +34,7 @@ THE SOFTWARE.
NS_CC_BEGIN
class Camera;
class Light3D;
class BaseLight3D;
class EventListenerCustom;
class EventCustom;
#if CC_USE_PHYSICS
@ -73,21 +73,7 @@ public:
/** get all cameras */
const std::vector<Camera*>& getCameras() const { return _cameras; }
const std::vector<Light3D*>& getLights() const { return _lights; }
/**
* Sets the ambient color of scene.
*
* @param color The ambient color of scene.
*/
void setAmbientColor(const Color4F &color);
/**
* Returns the ambient color of scene.
*
* @return The ambient color of scene.
*/
const Color4F& getAmbientColor() const;
const std::vector<BaseLight3D*>& getLights() const { return _lights; }
CC_CONSTRUCTOR_ACCESS:
Scene();
@ -104,15 +90,14 @@ protected:
friend class SpriteBatchNode;
friend class Camera;
friend class Director;
friend class Light3D;
friend class BaseLight3D;
friend class Renderer;
std::vector<Camera*> _cameras; //weak ref to Camera
Camera* _defaultCamera; //weak ref, default camera created by scene, _cameras[0], Caution that the default camera can not be added to _cameras before onEnter is called
EventListenerCustom* _event;
std::vector<Light3D *> _lights;
Color4F _ambientColor;
std::vector<BaseLight3D *> _lights;
private:
CC_DISALLOW_COPY_AND_ASSIGN(Scene);

View File

@ -34,6 +34,14 @@ void BaseLight3D::onExit()
Node::onExit();
}
void BaseLight3D::setRotationFromDirection( const Vec3 &direction )
{
float projLen = sqrt(direction.x * direction.x + direction.z * direction.z);
float rotY = CC_RADIANS_TO_DEGREES(atan2f(-direction.x, -direction.z));
float rotX = -CC_RADIANS_TO_DEGREES(atan2f(-direction.y, projLen));
setRotation3D(Vec3(rotX, rotY, 0.0f));
}
BaseLight3D::BaseLight3D()
: _intensity(1.0f)
, _enabled(true)
@ -50,12 +58,16 @@ BaseLight3D::~BaseLight3D()
////////////////////////////////////////////////////////////////////
DirectionLight3D* DirectionLight3D::create(const Vec3 &direction, const Color3B &color)
{
auto light = new (std::nothrow) DirectionLight3D();
light->setRotationFromDirection(direction);
light->setColor(color);
light->autorelease();
return light;
}
void DirectionLight3D::setDirection(const Vec3 &dir)
{
setRotationFromDirection(dir);
}
const Vec3& DirectionLight3D::getDirection() const
{
@ -83,7 +95,12 @@ DirectionLight3D::~DirectionLight3D()
//////////////////////////////////////////////////////////////////
PointLight3D* PointLight3D::create(const Vec3 &position, const Color3B &color, float range)
{
auto light = new (std::nothrow) PointLight3D();
light->setPosition3D(position);
light->setColor(color);
light->_range = range;
light->autorelease();
return light;
}
PointLight3D::PointLight3D()
@ -98,52 +115,48 @@ PointLight3D::~PointLight3D()
//////////////////////////////////////////////////////////////
SpotLight3D* SpotLight3D::create(const Vec3 &direction, const Vec3 &position, const Color3B &color, float innerAngle, float outerAngle, float range)
{
auto light = new (std::nothrow) SpotLight3D();
light->setRotationFromDirection(direction);
light->setPosition3D(position);
light->setColor(color);
light->setInnerAngle(innerAngle);
light->setOuterAngle(outerAngle);
light->_range = range;
light->autorelease();
return light;
}
void SpotLight3D::setDirection(const Vec3 &dir)
{
setRotationFromDirection(dir);
}
const Vec3& SpotLight3D::getDirection() const
{
static Vec3 dir;
Mat4 mat = getNodeToParentTransform();
dir.set(-mat.m[8], -mat.m[9], -mat.m[10]);
return dir;
}
const Vec3& SpotLight3D::getDirectionInWorld() const
{
}
void SpotLight3D::setRange(float range)
{
}
float SpotLight3D::getRange()
{
static Vec3 dir;
Mat4 mat = getNodeToWorldTransform();
dir.set(-mat.m[8], -mat.m[9], -mat.m[10]);
return dir;
}
void SpotLight3D::setInnerAngle(float angle)
{
}
float SpotLight3D::getInnerAngle()
{
_innerAngle = angle;
_cosInnerAngle = cosf(angle);
}
void SpotLight3D::setOuterAngle(float angle)
{
}
float SpotLight3D::getOuterAngle()
{
_outerAngle = angle;
_cosInnerAngle = cosf(angle);
}
/////////////////////////////////////////////////////////////
@ -239,28 +252,28 @@ float Light3D::getOuterAngle()
void Light3D::onEnter()
{
auto scene = getScene();
if (scene)
{
auto &lights = scene->_lights;
auto iter = std::find(lights.begin(), lights.end(), this);
if (iter == lights.end())
lights.push_back(this);
}
Node::onEnter();
// auto scene = getScene();
// if (scene)
// {
// auto &lights = scene->_lights;
// auto iter = std::find(lights.begin(), lights.end(), this);
// if (iter == lights.end())
// lights.push_back(this);
// }
// Node::onEnter();
}
void Light3D::onExit()
{
auto scene = getScene();
if (scene)
{
auto &lights = scene->_lights;
auto iter = std::find(lights.begin(), lights.end(), this);
if (iter != lights.end())
lights.erase(iter);
}
Node::onExit();
// auto scene = getScene();
// if (scene)
// {
// auto &lights = scene->_lights;
// auto iter = std::find(lights.begin(), lights.end(), this);
// if (iter != lights.end())
// lights.erase(iter);
// }
// Node::onExit();
}
void Light3D::setEnabled( bool enabled )

View File

@ -87,6 +87,9 @@ CC_CONSTRUCTOR_ACCESS:
BaseLight3D();
virtual ~BaseLight3D();
protected:
void setRotationFromDirection( const Vec3 &direction );
protected:
float _intensity;
LightFlag _lightFlag;
@ -145,9 +148,16 @@ public:
*/
static PointLight3D* create(const Vec3 &position, const Color3B &color, float range);
/** get or set range */
float getRange() const { return _range; }
void setRange(float range) { _range = range; }
CC_CONSTRUCTOR_ACCESS:
PointLight3D();
virtual ~PointLight3D();
protected:
float _range;
};
class CC_3D_DLL SpotLight3D : public BaseLight3D

View File

@ -32,7 +32,7 @@ THE SOFTWARE.
#include <alloca.h>
#endif
#include "3d/CCLight.h"
#include "3d/CCLight3D.h"
#include "base/CCDirector.h"
#include "base/uthash.h"
#include "renderer/ccGLStateCache.h"
@ -969,79 +969,79 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
if(_flags.usesRandom)
setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_RANDOM01], CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
if (_flags.usesLights)
{
Director *director = Director::getInstance();
auto scene = director->getRunningScene();
if (scene)
{
auto &lights = scene->getLights();
char str[64];
GLint enabledDirLightNum = 0;
GLint enabledPointLightNum = 0;
GLint enabledSpotLightNum = 0;
for (unsigned int i = 0; i < lights.size(); ++i)
{
Light3D *light = lights[i];
Color3B col = light->getDisplayedColor();
if (!light->getEnabled())
{
col = Color3B::BLACK;
}
if (light->getLightType() == Light3D::LightType::DIRECTIONAL)
{
CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
Vec3 dir = light->getWorldDirection();
dir.normalize();
sprintf(str, "CC_DirLightSourceColor[%d]", enabledDirLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
sprintf(str, "CC_DirLightSourceDirection[%d]", enabledDirLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
++enabledDirLightNum;
}
else if (light->getLightType() == Light3D::LightType::POINT)
{
CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
Mat4 mat= light->getNodeToWorldTransform();
sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / light->getRange());
++enabledPointLightNum;
}
else
{
CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
Vec3 dir = light->getWorldDirection();
dir.normalize();
Mat4 mat= light->getNodeToWorldTransform();
sprintf(str, "CC_SpotLightSourceColor[%d]", enabledSpotLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
sprintf(str, "CC_SpotLightSourcePosition[%d]", enabledSpotLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), cosf(light->getInnerAngle()));
sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), cosf(light->getOuterAngle()));
sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / light->getRange());
++enabledSpotLightNum;
}
}
//setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM], enabledDirLightNum);
//setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_POINT_LIGHT_NUM], enabledPointLightNum);
//setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_SPOT_LIGHT_NUM], enabledSpotLightNum);
const auto& ambientColor = scene->getAmbientColor();
setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_AMBIENT_COLOR], ambientColor.r, ambientColor.g, ambientColor.b, ambientColor.a);
}
}
// if (_flags.usesLights)
// {
// Director *director = Director::getInstance();
// auto scene = director->getRunningScene();
// if (scene)
// {
// auto &lights = scene->getLights();
//
// char str[64];
// GLint enabledDirLightNum = 0;
// GLint enabledPointLightNum = 0;
// GLint enabledSpotLightNum = 0;
// for (unsigned int i = 0; i < lights.size(); ++i)
// {
// Light3D *light = lights[i];
// Color3B col = light->getDisplayedColor();
// if (!light->getEnabled())
// {
// col = Color3B::BLACK;
// }
// if (light->getLightType() == Light3D::LightType::DIRECTIONAL)
// {
// CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
// Vec3 dir = light->getWorldDirection();
// dir.normalize();
// sprintf(str, "CC_DirLightSourceColor[%d]", enabledDirLightNum);
// setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
// sprintf(str, "CC_DirLightSourceDirection[%d]", enabledDirLightNum);
// setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
// ++enabledDirLightNum;
// }
// else if (light->getLightType() == Light3D::LightType::POINT)
// {
// CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
// Mat4 mat= light->getNodeToWorldTransform();
// sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
// setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
// sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
// setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
// sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
// setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / light->getRange());
// ++enabledPointLightNum;
// }
// else
// {
// CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
// Vec3 dir = light->getWorldDirection();
// dir.normalize();
// Mat4 mat= light->getNodeToWorldTransform();
// sprintf(str, "CC_SpotLightSourceColor[%d]", enabledSpotLightNum);
// setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
// sprintf(str, "CC_SpotLightSourcePosition[%d]", enabledSpotLightNum);
// setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
// sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
// setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
// sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
// setUniformLocationWith1f(glGetUniformLocation(_program, str), cosf(light->getInnerAngle()));
// sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
// setUniformLocationWith1f(glGetUniformLocation(_program, str), cosf(light->getOuterAngle()));
// sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
// setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / light->getRange());
// ++enabledSpotLightNum;
// }
// }
//
//
// //setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM], enabledDirLightNum);
// //setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_POINT_LIGHT_NUM], enabledPointLightNum);
// //setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_SPOT_LIGHT_NUM], enabledSpotLightNum);
// const auto& ambientColor = scene->getAmbientColor();
// setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_AMBIENT_COLOR], ambientColor.r, ambientColor.g, ambientColor.b, ambientColor.a);
// }
// }
}
void GLProgram::reset()