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@@ -22,6 +22,10 @@
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#include "config_tinydisplay.h"
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#include "pStatTimer.h"
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#include "geomVertexReader.h"
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#include "ambientLight.h"
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#include "pointLight.h"
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#include "directionalLight.h"
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#include "spotlight.h"
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extern "C" {
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#include "zgl.h"
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@@ -600,10 +604,10 @@ reset() {
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_max_texture_dimension = 256;
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// Count the max number of lights
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GLint max_lights;
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glGetIntegerv(GL_MAX_LIGHTS, &max_lights);
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_max_lights = max_lights;
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// Actually, this number is completely arbitrary, since we allocate
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// lights dynamically. But we probably want some limit anyway to
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// protect users from accidentally enabling a thousand lights.
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_max_lights = 8;
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_color_scale_via_lighting = false;
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_alpha_scale_via_texture = false;
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@@ -1424,16 +1428,6 @@ set_state_and_transform(const RenderState *target,
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_state._render_mode = _target._render_mode;
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}
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if ((_target._transparency != _state._transparency)||
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(_target._color_write != _state._color_write)||
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(_target._color_blend != _state._color_blend)) {
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PStatTimer timer(_draw_set_state_blending_pcollector);
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do_issue_blending();
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_state._transparency = _target._transparency;
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_state._color_write = _target._color_write;
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_state._color_blend = _target._color_blend;
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}
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if (_target._texture != _state._texture) {
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PStatTimer timer(_draw_set_state_texture_pcollector);
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determine_effective_texture();
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@@ -1529,112 +1523,235 @@ release_texture(TextureContext *tc) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: TinyGraphicsStateGuardian::enable_lighting
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// Function: TinyGraphicsStateGuardian::do_issue_light
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// Access: Protected, Virtual
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// Description: Intended to be overridden by a derived class to
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// enable or disable the use of lighting overall. This
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// is called by do_issue_light() according to whether any
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// lights are in use or not.
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// Description:
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////////////////////////////////////////////////////////////////////
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void TinyGraphicsStateGuardian::
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enable_lighting(bool enable) {
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static PStatCollector _draw_set_state_light_enable_lighting_pcollector("Draw:Set State:Light:Enable lighting");
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PStatTimer timer(_draw_set_state_light_enable_lighting_pcollector);
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if (enable) {
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glEnable(GL_LIGHTING);
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} else {
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glDisable(GL_LIGHTING);
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do_issue_light() {
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// Initialize the current ambient light total and newly enabled
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// light list
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Colorf cur_ambient_light(0.0f, 0.0f, 0.0f, 0.0f);
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int i;
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int num_enabled = 0;
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int num_on_lights = 0;
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if (display_cat.is_spam()) {
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display_cat.spam()
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<< "do_issue_light: " << _target._light << "\n";
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: TinyGraphicsStateGuardian::set_ambient_light
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// Access: Protected, Virtual
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// Description: Intended to be overridden by a derived class to
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// indicate the color of the ambient light that should
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// be in effect. This is called by do_issue_light() after
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// all other lights have been enabled or disabled.
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////////////////////////////////////////////////////////////////////
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void TinyGraphicsStateGuardian::
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set_ambient_light(const Colorf &color) {
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static PStatCollector _draw_set_state_light_ambient_pcollector("Draw:Set State:Light:Ambient");
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PStatTimer timer(_draw_set_state_light_ambient_pcollector);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *)color.get_data());
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}
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// First, release all of the previously-assigned lights.
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_c->lighting_enabled = false;
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////////////////////////////////////////////////////////////////////
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// Function: TinyGraphicsStateGuardian::enable_light
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// Access: Protected, Virtual
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// Description: Intended to be overridden by a derived class to
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// enable the indicated light id. A specific Light will
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// already have been bound to this id via bind_light().
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////////////////////////////////////////////////////////////////////
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void TinyGraphicsStateGuardian::
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enable_light(int light_id, bool enable) {
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static PStatCollector _draw_set_state_light_enable_light_pcollector("Draw:Set State:Light:Enable light");
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PStatTimer timer(_draw_set_state_light_enable_light_pcollector);
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if (enable) {
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glEnable(get_light_id(light_id));
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} else {
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glDisable(get_light_id(light_id));
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GLLight *light = _c->first_light;
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while (light != (GLLight *)NULL) {
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GLLight *next = light->next;
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PANDA_FREE_SINGLE(light);
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light = next;
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}
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_c->first_light = NULL;
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// Now, assign new lights.
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if (_target._light != (LightAttrib *)NULL) {
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CPT(LightAttrib) new_light = _target._light->filter_to_max(_max_lights);
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if (display_cat.is_spam()) {
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new_light->write(display_cat.spam(false), 2);
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}
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num_on_lights = new_light->get_num_on_lights();
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for (int li = 0; li < num_on_lights; li++) {
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NodePath light = new_light->get_on_light(li);
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nassertv(!light.is_empty());
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Light *light_obj = light.node()->as_light();
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nassertv(light_obj != (Light *)NULL);
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_lighting_enabled = true;
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_c->lighting_enabled = true;
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if (light_obj->get_type() == AmbientLight::get_class_type()) {
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// Accumulate all of the ambient lights together into one.
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cur_ambient_light += light_obj->get_color();
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} else {
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// Other kinds of lights each get their own GLLight object.
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GLLight *gl_light = (GLLight *)PANDA_MALLOC_SINGLE(sizeof(GLLight));
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memset(gl_light, 0, sizeof(GLLight));
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gl_light->enabled = true;
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gl_light->next = _c->first_light;
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_c->first_light = gl_light;
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const Colorf &diffuse = light_obj->get_color();
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gl_light->diffuse.X = diffuse[0];
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gl_light->diffuse.Y = diffuse[1];
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gl_light->diffuse.Z = diffuse[2];
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gl_light->diffuse.W = diffuse[3];
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light_obj->bind(this, light, num_enabled);
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num_enabled++;
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}
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}
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}
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_c->ambient_light_model.X = cur_ambient_light[0];
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_c->ambient_light_model.Y = cur_ambient_light[1];
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_c->ambient_light_model.Z = cur_ambient_light[2];
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_c->ambient_light_model.W = cur_ambient_light[3];
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}
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////////////////////////////////////////////////////////////////////
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// Function: TinyGraphicsStateGuardian::begin_bind_lights
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// Access: Protected, Virtual
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// Description: Called immediately before bind_light() is called,
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// this is intended to provide the derived class a hook
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// in which to set up some state (like transform) that
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// might apply to several lights.
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//
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// The sequence is: begin_bind_lights() will be called,
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// then one or more bind_light() calls, then
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// end_bind_lights().
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// Function: TinyGraphicsStateGuardian::bind_light
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// Access: Public, Virtual
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// Description: Called the first time a particular light has been
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// bound to a given id within a frame, this should set
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// up the associated hardware light with the light's
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// properties.
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////////////////////////////////////////////////////////////////////
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void TinyGraphicsStateGuardian::
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begin_bind_lights() {
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static PStatCollector _draw_set_state_light_begin_bind_pcollector("Draw:Set State:Light:Begin bind");
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PStatTimer timer(_draw_set_state_light_begin_bind_pcollector);
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// We need to temporarily load a new matrix so we can define the
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// light in a known coordinate system. We pick the transform of the
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// root. (Alternatively, we could leave the current transform where
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// it is and compute the light position relative to that transform
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// instead of relative to the root, by composing with the matrix
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// computed by _internal_transform->invert_compose(render_transform).
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// But I think loading a completely new matrix is simpler.)
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bind_light(PointLight *light_obj, const NodePath &light, int light_id) {
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GLLight *gl_light = _c->first_light;
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nassertv(gl_light != (GLLight *)NULL);
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const Colorf &specular = light_obj->get_specular_color();
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gl_light->specular.X = specular[0];
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gl_light->specular.Y = specular[1];
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gl_light->specular.Z = specular[2];
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gl_light->specular.W = specular[3];
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// Position needs to specify x, y, z, and w
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// w == 1 implies non-infinite position
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CPT(TransformState) render_transform =
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_cs_transform->compose(_scene_setup->get_world_transform());
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/*
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf(render_transform->get_mat().get_data());
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*/
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
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CPT(TransformState) net_transform = render_transform->compose(transform);
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LPoint3f pos = light_obj->get_point() * net_transform->get_mat();
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gl_light->position.X = pos[0];
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gl_light->position.Y = pos[1];
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gl_light->position.Z = pos[2];
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gl_light->position.W = 1.0f;
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// Exponent == 0 implies uniform light distribution
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gl_light->spot_exponent = 0.0f;
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// Cutoff == 180 means uniform point light source
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gl_light->spot_cutoff = 180.0f;
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const LVecBase3f &att = light_obj->get_attenuation();
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gl_light->attenuation[0] = att[0];
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gl_light->attenuation[1] = att[1];
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gl_light->attenuation[2] = att[2];
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}
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////////////////////////////////////////////////////////////////////
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// Function: TinyGraphicsStateGuardian::end_bind_lights
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// Access: Protected, Virtual
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// Description: Called after before bind_light() has been called one
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// or more times (but before any geometry is issued or
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// additional state is changed), this is intended to
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// clean up any temporary changes to the state that may
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// have been made by begin_bind_lights().
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// Function: TinyGraphicsStateGuardian::bind_light
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// Access: Public, Virtual
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// Description: Called the first time a particular light has been
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// bound to a given id within a frame, this should set
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// up the associated hardware light with the light's
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// properties.
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////////////////////////////////////////////////////////////////////
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void TinyGraphicsStateGuardian::
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end_bind_lights() {
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static PStatCollector _draw_set_state_light_end_bind_pcollector("Draw:Set State:Light:End bind");
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PStatTimer timer(_draw_set_state_light_end_bind_pcollector);
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bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) {
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GLLight *gl_light = _c->first_light;
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nassertv(gl_light != (GLLight *)NULL);
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/*
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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*/
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const Colorf &specular = light_obj->get_specular_color();
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gl_light->specular.X = specular[0];
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gl_light->specular.Y = specular[1];
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gl_light->specular.Z = specular[2];
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gl_light->specular.W = specular[3];
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// Position needs to specify x, y, z, and w
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// w == 0 implies light is at infinity
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CPT(TransformState) render_transform =
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_cs_transform->compose(_scene_setup->get_world_transform());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
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CPT(TransformState) net_transform = render_transform->compose(transform);
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LVector3f dir = light_obj->get_direction() * net_transform->get_mat();
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gl_light->position.X = -dir[0];
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gl_light->position.Y = -dir[1];
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gl_light->position.Z = -dir[2];
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gl_light->position.W = 0.0f;
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gl_light->norm_position.X = -dir[0];
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gl_light->norm_position.Y = -dir[1];
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gl_light->norm_position.Z = -dir[2];
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gl_V3_Norm(&gl_light->norm_position);
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// Exponent == 0 implies uniform light distribution
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gl_light->spot_exponent = 0.0f;
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// Cutoff == 180 means uniform point light source
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gl_light->spot_cutoff = 180.0f;
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// Default attenuation values (only spotlight and point light can
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// modify these)
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gl_light->attenuation[0] = 1.0f;
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gl_light->attenuation[1] = 0.0f;
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gl_light->attenuation[2] = 0.0f;
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}
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////////////////////////////////////////////////////////////////////
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// Function: TinyGraphicsStateGuardian::bind_light
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// Access: Public, Virtual
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// Description: Called the first time a particular light has been
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// bound to a given id within a frame, this should set
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// up the associated hardware light with the light's
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// properties.
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////////////////////////////////////////////////////////////////////
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void TinyGraphicsStateGuardian::
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bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
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GLLight *gl_light = _c->first_light;
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nassertv(gl_light != (GLLight *)NULL);
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const Colorf &specular = light_obj->get_specular_color();
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gl_light->specular.X = specular[0];
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gl_light->specular.Y = specular[1];
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gl_light->specular.Z = specular[2];
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gl_light->specular.W = specular[3];
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Lens *lens = light_obj->get_lens();
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nassertv(lens != (Lens *)NULL);
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// Position needs to specify x, y, z, and w
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// w == 1 implies non-infinite position
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CPT(TransformState) render_transform =
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_cs_transform->compose(_scene_setup->get_world_transform());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
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CPT(TransformState) net_transform = render_transform->compose(transform);
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const LMatrix4f &light_mat = net_transform->get_mat();
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LPoint3f pos = lens->get_nodal_point() * light_mat;
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LVector3f dir = lens->get_view_vector() * light_mat;
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gl_light->position.X = pos[0];
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gl_light->position.Y = pos[1];
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gl_light->position.Z = pos[2];
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gl_light->position.W = 1.0f;
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gl_light->spot_direction.X = dir[0];
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gl_light->spot_direction.Y = dir[1];
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gl_light->spot_direction.Z = dir[2];
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gl_light->norm_spot_direction.X = dir[0];
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gl_light->norm_spot_direction.Y = dir[1];
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gl_light->norm_spot_direction.Z = dir[2];
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gl_V3_Norm(&gl_light->norm_spot_direction);
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gl_light->spot_exponent = light_obj->get_exponent();
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gl_light->spot_cutoff = lens->get_hfov() * 0.5f;
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const LVecBase3f &att = light_obj->get_attenuation();
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gl_light->attenuation[0] = att[0];
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gl_light->attenuation[1] = att[1];
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gl_light->attenuation[2] = att[2];
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}
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////////////////////////////////////////////////////////////////////
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