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