Remove light volume related code

This commit is contained in:
Vincent Lejeune 2015-01-16 01:57:35 +01:00
parent 111b3f6361
commit 1fb99990b4
7 changed files with 0 additions and 349 deletions

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@ -54,7 +54,6 @@ source/Irrlicht/CImageWriterJPG.cpp
source/Irrlicht/CZipReader.cpp
source/Irrlicht/CImageLoaderPNG.cpp
source/Irrlicht/CImageLoaderBMP.cpp
source/Irrlicht/CVolumeLightSceneNode.cpp
source/Irrlicht/CDefaultSceneNodeAnimatorFactory.cpp
source/Irrlicht/CSkyDomeSceneNode.cpp
source/Irrlicht/CGUIFileOpenDialog.cpp
@ -216,7 +215,6 @@ source/Irrlicht/MacOSX/OSXClipboard.h
source/Irrlicht/CSceneManager.h
source/Irrlicht/COpenGLDriver.h
source/Irrlicht/CGUIComboBox.h
source/Irrlicht/CVolumeLightSceneNode.h
source/Irrlicht/CSceneCollisionManager.h
source/Irrlicht/ISceneNodeAnimatorFinishing.h
source/Irrlicht/aesGladman/pwd2key.h

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@ -423,28 +423,6 @@ namespace scene
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual io::IFileSystem* getFileSystem() = 0;
//! adds Volume Lighting Scene Node.
/** Example Usage:
scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,
32, 32, //Subdivide U/V
video::SColor(0, 180, 180, 180), //foot color
video::SColor(0, 0, 0, 0) //tail color
);
if (n)
{
n->setScale(core::vector3df(46.0f, 45.0f, 46.0f));
n->getMaterial(0).setTexture(0, smgr->getVideoDriver()->getTexture("lightFalloff.png"));
}
\return Pointer to the volumeLight if successful, otherwise NULL.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual IVolumeLightSceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
const u32 subdivU = 32, const u32 subdivV = 32,
const video::SColor foot = video::SColor(51, 0, 230, 180),
const video::SColor tail = video::SColor(0, 0, 0, 0),
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;
//! Adds a cube scene node
/** \param size: Size of the cube, uniformly in each dimension.
\param parent: Parent of the scene node. Can be 0 if no parent.

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@ -109,8 +109,6 @@ ISceneNode* CDefaultSceneNodeFactory::addSceneNode(ESCENE_NODE_TYPE type, IScene
core::vector3df(), core::vector3df(1,1,1), true);
case ESNT_PARTICLE_SYSTEM:
return Manager->addParticleSystemSceneNode(true, parent);
case ESNT_VOLUME_LIGHT:
return (ISceneNode*)Manager->addVolumeLightSceneNode(parent);
default:
break;
}

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@ -44,7 +44,6 @@
#include "CTerrainSceneNode.h"
#include "CEmptySceneNode.h"
#include "CTextSceneNode.h"
#include "CVolumeLightSceneNode.h"
#include "CDefaultSceneNodeFactory.h"
@ -346,23 +345,6 @@ IBillboardTextSceneNode* CSceneManager::addBillboardTextSceneNode(gui::IGUIFont*
}
//! adds Volume Lighting Scene Node.
//! the returned pointer must not be dropped.
IVolumeLightSceneNode* CSceneManager::addVolumeLightSceneNode(
ISceneNode* parent, s32 id,
const u32 subdivU, const u32 subdivV,
const video::SColor foot, const video::SColor tail,
const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale)
{
if (!parent)
parent = this;
IVolumeLightSceneNode* node = new CVolumeLightSceneNode(parent, this, id, subdivU, subdivV, foot, tail, position, rotation, scale);
node->drop();
return node;
}
//! adds a test scene node for test purposes to the scene. It is a simple cube of (1,1,1) size.
//! the returned pointer must not be dropped.

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@ -59,16 +59,6 @@ namespace scene
//! return the filesystem
virtual io::IFileSystem* getFileSystem();
//! adds Volume Lighting Scene Node.
//! the returned pointer must not be dropped.
virtual IVolumeLightSceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
const u32 subdivU = 32, const u32 subdivV = 32,
const video::SColor foot = video::SColor(51, 0, 230, 180),
const video::SColor tail = video::SColor(0, 0, 0, 0),
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
//! adds a cube scene node to the scene. It is a simple cube of (1,1,1) size.
//! the returned pointer must not be dropped.
virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,

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@ -1,202 +0,0 @@
// Copyright (C) 2007-2012 Dean Wadsworth
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CVolumeLightSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! constructor
CVolumeLightSceneNode::CVolumeLightSceneNode(ISceneNode* parent, ISceneManager* mgr,
s32 id, const u32 subdivU, const u32 subdivV,
const video::SColor foot,
const video::SColor tail,
const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale)
: IVolumeLightSceneNode(parent, mgr, id, position, rotation, scale),
Mesh(0), LPDistance(8.0f),
SubdivideU(subdivU), SubdivideV(subdivV),
FootColor(foot), TailColor(tail),
LightDimensions(core::vector3df(1.0f, 1.2f, 1.0f))
{
#ifdef _DEBUG
setDebugName("CVolumeLightSceneNode");
#endif
constructLight();
}
CVolumeLightSceneNode::~CVolumeLightSceneNode()
{
if (Mesh)
Mesh->drop();
}
void CVolumeLightSceneNode::constructLight()
{
if (Mesh)
Mesh->drop();
Mesh = SceneManager->getGeometryCreator()->createVolumeLightMesh(SubdivideU, SubdivideV, FootColor, TailColor, LPDistance, LightDimensions);
}
//! renders the node.
void CVolumeLightSceneNode::render()
{
if (!Mesh)
return;
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->setMaterial(Mesh->getMeshBuffer(0)->getMaterial());
driver->drawMeshBuffer(Mesh->getMeshBuffer(0));
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CVolumeLightSceneNode::getBoundingBox() const
{
return Mesh->getBoundingBox();
}
void CVolumeLightSceneNode::OnRegisterSceneNode()
{
if (IsVisible)
{
SceneManager->registerNodeForRendering(this, ESNRP_TRANSPARENT);
}
ISceneNode::OnRegisterSceneNode();
}
//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hirachy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
video::SMaterial& CVolumeLightSceneNode::getMaterial(u32 i)
{
return Mesh->getMeshBuffer(i)->getMaterial();
}
//! returns amount of materials used by this scene node.
u32 CVolumeLightSceneNode::getMaterialCount() const
{
return 1;
}
void CVolumeLightSceneNode::setSubDivideU (const u32 inU)
{
if (inU != SubdivideU)
{
SubdivideU = inU;
constructLight();
}
}
void CVolumeLightSceneNode::setSubDivideV (const u32 inV)
{
if (inV != SubdivideV)
{
SubdivideV = inV;
constructLight();
}
}
void CVolumeLightSceneNode::setFootColor(const video::SColor inColor)
{
if (inColor != FootColor)
{
FootColor = inColor;
constructLight();
}
}
void CVolumeLightSceneNode::setTailColor(const video::SColor inColor)
{
if (inColor != TailColor)
{
TailColor = inColor;
constructLight();
}
}
//! Writes attributes of the scene node.
void CVolumeLightSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
ISceneNode::serializeAttributes(out, options);
out->addFloat("lpDistance", LPDistance);
out->addInt("subDivideU", SubdivideU);
out->addInt("subDivideV", SubdivideV);
out->addColor("footColor", FootColor);
out->addColor("tailColor", TailColor);
out->addVector3d("lightDimension", LightDimensions);
}
//! Reads attributes of the scene node.
void CVolumeLightSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
LPDistance = in->getAttributeAsFloat("lpDistance");
LPDistance = core::max_(LPDistance, 8.0f);
SubdivideU = in->getAttributeAsInt("subDivideU");
SubdivideU = core::max_(SubdivideU, 1u);
SubdivideV = in->getAttributeAsInt("subDivideV");
SubdivideV = core::max_(SubdivideV, 1u);
FootColor = in->getAttributeAsColor("footColor");
TailColor = in->getAttributeAsColor("tailColor");
LightDimensions = in->getAttributeAsVector3d("lightDimension");
constructLight();
ISceneNode::deserializeAttributes(in, options);
}
//! Creates a clone of this scene node and its children.
ISceneNode* CVolumeLightSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
if (!newParent)
newParent = Parent;
if (!newManager)
newManager = SceneManager;
CVolumeLightSceneNode* nb = new CVolumeLightSceneNode(newParent,
newManager, ID, SubdivideU, SubdivideV, FootColor, TailColor, RelativeTranslation);
nb->cloneMembers(this, newManager);
nb->getMaterial(0) = Mesh->getMeshBuffer(0)->getMaterial();
if ( newParent )
nb->drop();
return nb;
}
} // end namespace scene
} // end namespace irr

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@ -1,93 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
//
// created by Dean Wadsworth aka Varmint Dec 31 2007
#ifndef __VOLUME_LIGHT_SCENE_NODE_H_INCLUDED__
#define __VOLUME_LIGHT_SCENE_NODE_H_INCLUDED__
#include "IVolumeLightSceneNode.h"
#include "IMesh.h"
namespace irr
{
namespace scene
{
class CVolumeLightSceneNode : public IVolumeLightSceneNode
{
public:
//! constructor
CVolumeLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const u32 subdivU = 32, const u32 subdivV = 32,
const video::SColor foot = video::SColor(51, 0, 230, 180),
const video::SColor tail = video::SColor(0, 0, 0, 0),
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
virtual ~CVolumeLightSceneNode();
virtual void OnRegisterSceneNode();
//! renders the node.
virtual void render();
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const;
//! returns the material based on the zero based index i.
virtual video::SMaterial& getMaterial(u32 i);
//! returns amount of materials used by this scene node.
virtual u32 getMaterialCount() const;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_VOLUME_LIGHT; }
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
virtual void setSubDivideU(const u32 inU);
virtual void setSubDivideV(const u32 inV);
virtual u32 getSubDivideU() const { return SubdivideU; }
virtual u32 getSubDivideV() const { return SubdivideV; }
virtual void setFootColor(const video::SColor inColor);
virtual void setTailColor(const video::SColor inColor);
virtual video::SColor getFootColor() const { return FootColor; }
virtual video::SColor getTailColor() const { return TailColor; }
private:
void constructLight();
IMesh* Mesh;
f32 LPDistance; // Distance to hypothetical lightsource point -- affects fov angle
u32 SubdivideU; // Number of subdivisions in U and V space.
u32 SubdivideV; // Controls the number of "slices" in the volume.
// NOTE : Total number of polygons = 2 + ((SubdivideU + 1) + (SubdivideV + 1)) * 2
// Each slice being a quad plus the rectangular plane at the bottom.
video::SColor FootColor; // Color at the source
video::SColor TailColor; // Color at the end.
core::vector3df LightDimensions; // LightDimensions.Y Distance of shooting -- Length of beams
// LightDimensions.X and LightDimensions.Z determine the size/dimension of the plane
};
} // end namespace scene
} // end namespace irr
#endif