199 lines
4.2 KiB
C++
199 lines
4.2 KiB
C++
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <assert.h>
|
|
|
|
#include "rwbase.h"
|
|
#include "rwerror.h"
|
|
#include "rwplg.h"
|
|
#include "rwpipeline.h"
|
|
#include "rwobjects.h"
|
|
#include "rwengine.h"
|
|
|
|
#define PLUGIN_ID ID_WORLD
|
|
|
|
namespace rw {
|
|
|
|
int32 World::numAllocated = 0;
|
|
|
|
PluginList World::s_plglist(sizeof(World));
|
|
|
|
World*
|
|
World::create(void)
|
|
{
|
|
World *world = (World*)rwMalloc(s_plglist.size, MEMDUR_EVENT | ID_WORLD);
|
|
if(world == nil){
|
|
RWERROR((ERR_ALLOC, s_plglist.size));
|
|
return nil;
|
|
}
|
|
numAllocated++;
|
|
world->object.init(World::ID, 0);
|
|
world->localLights.init();
|
|
world->globalLights.init();
|
|
world->clumps.init();
|
|
s_plglist.construct(world);
|
|
return world;
|
|
}
|
|
|
|
void
|
|
World::destroy(void)
|
|
{
|
|
s_plglist.destruct(this);
|
|
rwFree(this);
|
|
numAllocated--;
|
|
}
|
|
|
|
void
|
|
World::addLight(Light *light)
|
|
{
|
|
assert(light->world == nil);
|
|
light->world = this;
|
|
if(light->getType() < Light::POINT){
|
|
this->globalLights.append(&light->inWorld);
|
|
}else{
|
|
this->localLights.append(&light->inWorld);
|
|
if(light->getFrame())
|
|
light->getFrame()->updateObjects();
|
|
}
|
|
}
|
|
|
|
void
|
|
World::removeLight(Light *light)
|
|
{
|
|
assert(light->world == this);
|
|
light->inWorld.remove();
|
|
light->world = nil;
|
|
}
|
|
|
|
void
|
|
World::addCamera(Camera *cam)
|
|
{
|
|
assert(cam->world == nil);
|
|
cam->world = this;
|
|
if(cam->getFrame())
|
|
cam->getFrame()->updateObjects();
|
|
}
|
|
|
|
void
|
|
World::removeCamera(Camera *cam)
|
|
{
|
|
assert(cam->world == this);
|
|
cam->world = nil;
|
|
}
|
|
|
|
void
|
|
World::addAtomic(Atomic *atomic)
|
|
{
|
|
assert(atomic->world == nil);
|
|
atomic->world = this;
|
|
if(atomic->getFrame())
|
|
atomic->getFrame()->updateObjects();
|
|
}
|
|
|
|
void
|
|
World::removeAtomic(Atomic *atomic)
|
|
{
|
|
assert(atomic->world == this);
|
|
atomic->world = nil;
|
|
}
|
|
|
|
void
|
|
World::addClump(Clump *clump)
|
|
{
|
|
assert(clump->world == nil);
|
|
clump->world = this;
|
|
this->clumps.add(&clump->inWorld);
|
|
FORLIST(lnk, clump->atomics)
|
|
this->addAtomic(Atomic::fromClump(lnk));
|
|
FORLIST(lnk, clump->lights)
|
|
this->addLight(Light::fromClump(lnk));
|
|
FORLIST(lnk, clump->cameras)
|
|
this->addCamera(Camera::fromClump(lnk));
|
|
|
|
if(clump->getFrame()){
|
|
clump->getFrame()->matrix.optimize();
|
|
clump->getFrame()->updateObjects();
|
|
}
|
|
}
|
|
|
|
void
|
|
World::removeClump(Clump *clump)
|
|
{
|
|
assert(clump->world == this);
|
|
clump->inWorld.remove();
|
|
FORLIST(lnk, clump->atomics)
|
|
this->removeAtomic(Atomic::fromClump(lnk));
|
|
FORLIST(lnk, clump->lights)
|
|
this->removeLight(Light::fromClump(lnk));
|
|
FORLIST(lnk, clump->cameras)
|
|
this->removeCamera(Camera::fromClump(lnk));
|
|
clump->world = nil;
|
|
}
|
|
|
|
void
|
|
World::render(void)
|
|
{
|
|
// this is very wrong, we really want world sectors
|
|
FORLIST(lnk, this->clumps)
|
|
Clump::fromWorld(lnk)->render();
|
|
}
|
|
|
|
// Find lights that illuminate an atomic
|
|
void
|
|
World::enumerateLights(Atomic *atomic, WorldLights *lightData)
|
|
{
|
|
int32 maxDirectionals, maxLocals;
|
|
|
|
maxDirectionals = lightData->numDirectionals;
|
|
maxLocals = lightData->numLocals;
|
|
|
|
lightData->numDirectionals = 0;
|
|
lightData->numLocals = 0;
|
|
lightData->numAmbients = 0;
|
|
lightData->ambient.red = 0.0f;
|
|
lightData->ambient.green = 0.0f;
|
|
lightData->ambient.blue = 0.0f;
|
|
lightData->ambient.alpha = 1.0f;
|
|
|
|
bool32 normals = atomic->geometry->flags & Geometry::NORMALS;
|
|
|
|
FORLIST(lnk, this->globalLights){
|
|
Light *l = Light::fromWorld(lnk);
|
|
if((l->getFlags() & Light::LIGHTATOMICS) == 0)
|
|
continue;
|
|
if(l->getType() == Light::AMBIENT){
|
|
lightData->ambient.red += l->color.red;
|
|
lightData->ambient.green += l->color.green;
|
|
lightData->ambient.blue += l->color.blue;
|
|
lightData->numAmbients++;
|
|
}else if(normals && l->getType() == Light::DIRECTIONAL){
|
|
if(lightData->numDirectionals < maxDirectionals)
|
|
lightData->directionals[lightData->numDirectionals++] = l;
|
|
}
|
|
}
|
|
|
|
if(atomic->world != this)
|
|
return;
|
|
|
|
if(!normals)
|
|
return;
|
|
|
|
// TODO: for this we would use an atomic's world sectors, but we don't have those yet
|
|
FORLIST(lnk, this->localLights){
|
|
if(lightData->numLocals >= maxLocals)
|
|
return;
|
|
|
|
Light *l = Light::fromWorld(lnk);
|
|
if((l->getFlags() & Light::LIGHTATOMICS) == 0)
|
|
continue;
|
|
|
|
// check if spheres are intersecting
|
|
Sphere *atomsphere = atomic->getWorldBoundingSphere();
|
|
V3d dist = sub(l->getFrame()->getLTM()->pos, atomsphere->center);
|
|
if(length(dist) < atomsphere->radius + l->radius)
|
|
lightData->locals[lightData->numLocals++] = l;
|
|
}
|
|
}
|
|
|
|
}
|