Example #1
0
        public override void GetLightCount(out int[] lightCount)
        {
            lightCount = new int[3]
            {
                0, 0, 0
            };

            for (int i = 0; i < this.lightParamsList.Count; i++)
            {
                LightParams curParams = this.lightParamsList[i];

                if (curParams.Type == LightType.Point)
                {
                    lightCount[0]++;
                }
                else if (curParams.Type == LightType.Directional)
                {
                    lightCount[1]++;
                }
                else if (curParams.Type == LightType.Spotlight)
                {
                    lightCount[2]++;
                }
            }
        }
Example #2
0
 private static void InitLightsMop()
 {
     LightData.Load(@"DBFilesClient\LightData.dbc");
     LightParams.Load(@"DBFilesClient\LightParams.dbc");
     ZoneLight.Load(@"DBFilesClient\ZoneLight.dbc");
     ZoneLightPoint.Load(@"DBFilesClient\ZoneLightPoint.dbc");
 }
Example #3
0
    public static LightParams Lerp(LightParams from, LightParams to, float value)
    {
        LightParams lp;

        lp.color     = Color.Lerp(from.color, to.color, value);
        lp.intensity = Mathf.Lerp(from.intensity, to.intensity, value);
        lp.range     = Mathf.Lerp(from.range, to.range, value);
        return(lp);
    }
Example #4
0
    public LightParams Delta(LightParams lp)
    {
        LightParams lpDelta;

        lpDelta.color     = color - lp.color;
        lpDelta.intensity = intensity - lp.intensity;
        lpDelta.range     = range - lp.range;
        return(lpDelta);
    }
Example #5
0
        public override void SetLightCount(int[] currLightCount)
        {
            for (int type = 0; type < 3; type++)
            {
                for (int i = 0; i < currLightCount[type]; i++)
                {
                    var curParam = new LightParams();
                    if (type == 0)
                    {
                        curParam.Type = LightType.Point;
                    }
                    else if (type == 1)
                    {
                        curParam.Type = LightType.Directional;
                    }
                    else if (type == 2)
                    {
                        curParam.Type = LightType.Spotlight;
                    }

                    this.lightParamsList.Add(curParam);
                }
            }
        }
Example #6
0
 internal static extern int LoadLight(IntPtr entPtr, int slot, LightParams lightParams);
Example #7
0
        private bool AddIlluminationInvocation(LightParams curLightParams, Function vsMain, int groupOrder,
                                               ref int internalCounter)
        {
            FunctionInvocation curFuncInvocation = null;


            //Merge dffuse color with vertex color if need to
            if ((this.trackVertexColorType & TrackVertexColor.Diffuse) == TrackVertexColor.Diffuse)
            {
                curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncModulate, groupOrder,
                                                           internalCounter++);
                curFuncInvocation.PushOperand(this.vsDiffuse, Operand.OpSemantic.In,
                                              (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                curFuncInvocation.PushOperand(curLightParams.DiffuseColor, Operand.OpSemantic.In,
                                              (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                curFuncInvocation.PushOperand(curLightParams.DiffuseColor, Operand.OpSemantic.Out,
                                              (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                vsMain.AddAtomInstance(curFuncInvocation);
            }

            //Merge specular color with vertex color if need to
            if (this.specularEnable && (this.trackVertexColorType & TrackVertexColor.Specular) == TrackVertexColor.Specular)
            {
                curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncModulate, groupOrder,
                                                           internalCounter++);
                curFuncInvocation.PushOperand(this.vsDiffuse, Operand.OpSemantic.In,
                                              (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                curFuncInvocation.PushOperand(curLightParams.SpecularColor, Operand.OpSemantic.In,
                                              (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                curFuncInvocation.PushOperand(curLightParams.SpecularColor, Operand.OpSemantic.Out,
                                              (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                vsMain.AddAtomInstance(curFuncInvocation);
            }

            switch (curLightParams.Type)
            {
            case LightType.Directional:
                if (this.specularEnable)
                {
                    curFuncInvocation = new FunctionInvocation(
                        FFPRenderState.FFPFuncLightDirectionDiffuseSpecular, groupOrder, internalCounter++);
                    curFuncInvocation.PushOperand(this.worldViewMatrix, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsInPosition, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.worldViewITMatrix, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsInNormal, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.Direction, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(curLightParams.DiffuseColor, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(curLightParams.SpecularColor, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.surfaceShininess, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutSpecular, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.Out,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutSpecular, Operand.OpSemantic.Out,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    vsMain.AddAtomInstance(curFuncInvocation);
                }
                else
                {
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncLightDirectionDiffuse,
                                                               groupOrder, internalCounter++);
                    curFuncInvocation.PushOperand(this.worldViewITMatrix, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsInNormal, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.Direction, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(curLightParams.DiffuseColor, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.Out,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    vsMain.AddAtomInstance(curFuncInvocation);
                }
                break;

            case LightType.Point:
                if (this.specularEnable)
                {
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncLightPointDiffuseSpecular,
                                                               groupOrder, internalCounter++);
                    curFuncInvocation.PushOperand(this.worldViewMatrix, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsInPosition, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.worldViewITMatrix, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsInNormal, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.Position, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(curLightParams.AttenuatParams, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.DiffuseColor, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(curLightParams.SpecularColor, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.surfaceShininess, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutSpecular, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.Out,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutSpecular, Operand.OpSemantic.Out,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    vsMain.AddAtomInstance(curFuncInvocation);
                }
                else
                {
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncLightPointDiffuse, groupOrder,
                                                               internalCounter++);
                    curFuncInvocation.PushOperand(this.worldViewMatrix, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsInPosition, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.worldViewITMatrix, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsInNormal, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.Position, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(curLightParams.AttenuatParams, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.DiffuseColor, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.Out,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    vsMain.AddAtomInstance(curFuncInvocation);
                }
                break;

            case LightType.Spotlight:
                if (this.specularEnable)
                {
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncLightSpotDiffuseSpecular,
                                                               groupOrder, internalCounter++);
                    curFuncInvocation.PushOperand(this.worldViewITMatrix, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsInPosition, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.worldViewITMatrix, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsInNormal, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.Position, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(curLightParams.Direction, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(curLightParams.AttenuatParams, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.SpotParams, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.DiffuseColor, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(curLightParams.SpecularColor, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.surfaceShininess, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutSpecular, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.Out,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutSpecular, Operand.OpSemantic.Out,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    vsMain.AddAtomInstance(curFuncInvocation);
                }
                else
                {
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncLightSpotDiffuse, groupOrder,
                                                               internalCounter++);
                    curFuncInvocation.PushOperand(this.worldViewMatrix, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsInPosition, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.worldViewITMatrix, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.vsInNormal, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.Position, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(curLightParams.DiffuseColor, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(curLightParams.AttenuatParams, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.SpotParams, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(curLightParams.DiffuseColor, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.In,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.vsOutDiffuse, Operand.OpSemantic.Out,
                                                  (Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    vsMain.AddAtomInstance(curFuncInvocation);
                }
                break;
            }
            return(true);
        }
Example #8
0
        public override void UpdateGpuProgramsParams(Graphics.IRenderable rend, Graphics.Pass pass,
                                                     Graphics.AutoParamDataSource source,
                                                     Core.Collections.LightList lightList)
        {
            if (this.lightParamsList.Count == 0)
            {
                return;
            }

            Matrix4   matView             = source.ViewMatrix;
            LightType curLightType        = LightType.Directional;
            int       curSearchLightIndex = 0;

            //Update per light parameters
            for (int i = 0; i < this.lightParamsList.Count; i++)
            {
                LightParams curParams = this.lightParamsList[i];

                if (curLightType != curParams.Type)
                {
                    curLightType        = curParams.Type;
                    curSearchLightIndex = 0;
                }

                Light   srcLight = null;
                Vector4 vParameter;
                ColorEx color;

                //Search a matching light from the current sorted lights of the given renderable
                for (int j = curSearchLightIndex; j < lightList.Count; j++)
                {
                    if (lightList[j].Type == curLightType)
                    {
                        srcLight            = lightList[j];
                        curSearchLightIndex = j + 1;
                        break;
                    }
                }

                //No matching light found -> use a blank dummy light for parameter update
                if (srcLight == null)
                {
                    srcLight = this.blankLight;
                }

                switch (curParams.Type)
                {
                case LightType.Directional:
                    //Update light direction
                    vParameter = matView.TransformAffine(srcLight.GetAs4DVector(true));
                    curParams.Direction.SetGpuParameter(vParameter);
                    break;

                case LightType.Point:
                    //Update light position
                    vParameter = matView.TransformAffine(srcLight.GetAs4DVector(true));
                    curParams.Position.SetGpuParameter(vParameter);

                    //Update light attenuation paramters
                    vParameter.x = srcLight.AttenuationRange;
                    vParameter.y = srcLight.AttenuationConstant;
                    vParameter.z = srcLight.AttenuationLinear;
                    vParameter.w = srcLight.AttenuationQuadratic;
                    curParams.AttenuatParams.SetGpuParameter(vParameter);
                    break;

                case LightType.Spotlight:
                {
                    Vector3 vec3;
                    Matrix3 matViewIT;

                    source.InverseTransposeViewMatrix.Extract3x3Matrix(out matViewIT);

                    //Update light position
                    vParameter = matView.TransformAffine(srcLight.GetAs4DVector(true));
                    curParams.Position.SetGpuParameter(vParameter);

                    vec3 = matViewIT * srcLight.DerivedDirection;
                    vec3.Normalize();

                    vParameter.x = -vec3.x;
                    vParameter.y = -vec3.y;
                    vParameter.z = -vec3.z;
                    vParameter.w = 0.0f;

                    curParams.Direction.SetGpuParameter(vParameter);

                    //Update light attenuation parameters
                    vParameter.x = srcLight.AttenuationRange;
                    vParameter.y = srcLight.AttenuationConstant;
                    vParameter.z = srcLight.AttenuationLinear;
                    vParameter.w = srcLight.AttenuationQuadratic;
                    curParams.AttenuatParams.SetGpuParameter(vParameter);

                    //Update spotlight parameters
                    Real phi   = Axiom.Math.Utility.Cos(srcLight.SpotlightOuterAngle * 0.5);
                    Real theta = Axiom.Math.Utility.Cos(srcLight.SpotlightInnerAngle * 0.5);

                    vec3.x = theta;
                    vec3.y = phi;
                    vec3.z = srcLight.SpotlightFalloff;

                    curParams.SpotParams.SetGpuParameter(vec3);
                }
                break;
                }

                //Update diffuse color
                if ((this.trackVertexColorType & TrackVertexColor.Diffuse) == 0)
                {
                    color = srcLight.Diffuse * pass.Diffuse;
                    curParams.DiffuseColor.SetGpuParameter(color);
                }
                else
                {
                    color = srcLight.Diffuse;
                    curParams.DiffuseColor.SetGpuParameter(color);
                }

                //Update specular color if need to
                if (this.specularEnable)
                {
                    //Update diffuse color
                    if ((this.trackVertexColorType & TrackVertexColor.Specular) == 0)
                    {
                        color = srcLight.Specular * pass.Specular;
                        curParams.SpecularColor.SetGpuParameter(color);
                    }
                    else
                    {
                        color = srcLight.Specular;
                        curParams.SpecularColor.SetGpuParameter(color);
                    }
                }
            }
        }
Example #9
0
 extern internal static int LoadLight(IntPtr entPtr, int slot, LightParams lightParams);
Example #10
0
 protected override void DoGazeEnter( GazeHit hit )
 {
     startParams = LightParams.ToParams( gazeLight );
     lightLerper.Lerp( startParams, lightToParams, lp=>lp.Apply(gazeLight), time );
 }
 public static extern IntPtr BindAttachmentToLight(IntPtr attachmentPtr, ref LightParams lightParams);
Example #12
0
 extern public static IntPtr BindAttachmentToLight(IntPtr attachmentPtr, ref LightParams lightParams);
Example #13
0
 extern public static int LoadLight(IntPtr entPtr, int slot, LightParams lightParams);
Example #14
0
    protected override void DoGazeExit(GazeHit hit)
    {
        var currLightParams = LightParams.ToParams(gazeLight);

        lightLerper.Lerp(currLightParams, startParams, lp => lp.Apply(gazeLight), time);
    }
Example #15
0
 protected override void DoGazeEnter(GazeHit hit)
 {
     startParams = LightParams.ToParams(gazeLight);
     lightLerper.Lerp(startParams, lightToParams, lp => lp.Apply(gazeLight), time);
 }