/** @file GLight.cpp @maintainer Morgan McGuire, http://graphics.cs.williams.edu @created 2003-11-12 @edited 2009-11-16 */ #include "GLight.hpp" #include "Sphere.hpp" #include "CoordinateFrame.hpp" #include "stringutils.hpp" namespace G3D { GLight::GLight() : position(0, 0, 0, 0) , rightDirection(0, 0, 0) , spotDirection(0, 0, -1) , spotCutoff(180) , spotSquare(false) , color(Color3::white()) , enabled(false) , specular(true) , diffuse(true) { attenuation[0] = 1.0; attenuation[1] = 0.0; attenuation[2] = 0.0; } GLight GLight::directional(const Vector3& toLight, const Color3& color, bool s, bool d) { GLight L; L.position = Vector4(toLight.direction(), 0); L.color = color; L.specular = s; L.diffuse = d; return L; } GLight GLight::point(const Vector3& pos, const Color3& color, float constAtt, float linAtt, float quadAtt, bool s, bool d) { GLight L; L.position = Vector4(pos, 1); L.color = color; L.attenuation[0] = constAtt; L.attenuation[1] = linAtt; L.attenuation[2] = quadAtt; L.specular = s; L.diffuse = d; return L; } GLight GLight::spot(const Vector3& pos, const Vector3& pointDirection, float cutOffAngleDegrees, const Color3& color, float constAtt, float linAtt, float quadAtt, bool s, bool d) { GLight L; L.position = Vector4(pos, 1.0f); L.spotDirection = pointDirection.direction(); debugAssert(cutOffAngleDegrees <= 90); L.spotCutoff = cutOffAngleDegrees; L.color = color; L.attenuation[0] = constAtt; L.attenuation[1] = linAtt; L.attenuation[2] = quadAtt; L.specular = s; L.diffuse = d; return L; } bool GLight::operator==(const GLight& other) const { return (position == other.position) && (rightDirection == other.rightDirection) && (spotDirection == other.spotDirection) && (spotCutoff == other.spotCutoff) && (spotSquare == other.spotSquare) && (attenuation[0] == other.attenuation[0]) && (attenuation[1] == other.attenuation[1]) && (attenuation[2] == other.attenuation[2]) && (color == other.color) && (enabled == other.enabled) && (specular == other.specular) && (diffuse == other.diffuse); } bool GLight::operator!=(const GLight& other) const { return !(*this == other); } Sphere GLight::effectSphere(float cutoff) const { if (position.w == 0) { // Directional light return Sphere(Vector3::zero(), finf()); } else { // Avoid divide by zero cutoff = max(cutoff, 0.00001f); float maxIntensity = max(color.r, max(color.g, color.b)); float radius = finf(); if (attenuation[2] != 0) { // Solve I / attenuation.dot(1, r, r^2) < cutoff for r // // a[0] + a[1] r + a[2] r^2 > I/cutoff // float a = attenuation[2]; float b = attenuation[1]; float c = attenuation[0] - maxIntensity / cutoff; float discrim = square(b) - 4 * a * c; if (discrim >= 0) { discrim = sqrt(discrim); float r1 = (-b + discrim) / (2 * a); float r2 = (-b - discrim) / (2 * a); if (r1 < 0) { if (r2 > 0) { radius = r2; } } else if (r2 > 0) { radius = min(r1, r2); } else { radius = r1; } } } else if (attenuation[1] != 0) { // Solve I / attenuation.dot(1, r) < cutoff for r // // r * a[1] + a[0] = I / cutoff // r = (I / cutoff - a[0]) / a[1] float radius = (maxIntensity / cutoff - attenuation[0]) / attenuation[1]; radius = max(radius, 0.0f); } return Sphere(position.xyz(), radius); } } CoordinateFrame GLight::frame() const { CoordinateFrame f; if (rightDirection == Vector3::zero()) { // No specified right direction; choose one automatically if (position.w == 0) { // Directional light f.lookAt(-position.xyz()); } else { // Spot light f.lookAt(spotDirection); } } else { const Vector3& Z = -spotDirection.direction(); Vector3 X = rightDirection.direction(); // Ensure the vectors are not too close together while (abs(X.dot(Z)) > 0.9f) { X = Vector3::random(); } // Ensure perpendicular X -= Z * Z.dot(X); const Vector3& Y = Z.cross(X); f.rotation.setColumn(Vector3::X_AXIS, X); f.rotation.setColumn(Vector3::Y_AXIS, Y); f.rotation.setColumn(Vector3::Z_AXIS, Z); } f.translation = position.xyz(); return f; } } // namespace G3D