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diff --git a/dep/g3dlite/source/GLight.cpp b/dep/g3dlite/source/GLight.cpp
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-/**
- @file GLight.cpp
-
- @maintainer Morgan McGuire, http://graphics.cs.williams.edu
-
- @created 2003-11-12
- @edited 2009-11-16
-*/
-#include "G3D/GLight.h"
-#include "G3D/Sphere.h"
-#include "G3D/CoordinateFrame.h"
-#include "G3D/Any.h"
-#include "G3D/stringutils.h"
-
-namespace G3D {
-
-GLight::GLight(const Any& any) {
- any.verifyName("GLight");
-
- if (any.type() == Any::TABLE) {
- *this = GLight();
- Vector3 spotTarget;
- bool hasSpotTarget = false;
- for (Any::AnyTable::Iterator it = any.table().begin(); it.hasMore(); ++it) {
- const std::string& key = toLower(it->key);
- if (key == "position") {
- position = it->value;
- } else if (key == "rightdirection") {
- rightDirection = it->value;
- } else if (key == "spotdirection") {
- spotDirection = Vector3(it->value).directionOrZero();
- } else if (key == "spottarget") {
- spotTarget = it->value;
- hasSpotTarget = true;
- } else if (key == "spotcutoff") {
- spotCutoff = it->value.number();
- } else if (key == "spotsquare") {
- spotSquare = it->value.boolean();
- } else if (key == "attenuation") {
- attenuation[0] = it->value[0].number();
- attenuation[1] = it->value[1].number();
- attenuation[2] = it->value[2].number();
- } else if (key == "color") {
- color = it->value;
- } else if (key == "enabled") {
- enabled = it->value.boolean();
- } else if (key == "specular") {
- specular = it->value.boolean();
- } else if (key == "diffuse") {
- diffuse = it->value.boolean();
- } else {
- any.verify(false, "Illegal key: " + it->key);
- }
- }
- if (hasSpotTarget) {
- spotDirection = (spotTarget - position.xyz()).direction();
- }
- } else if (toLower(any.name()) == "glight::directional") {
-
- *this = directional(any[0], any[1],
- (any.size() > 2) ? any[2] : Any(true),
- (any.size() > 3) ? any[3] : Any(true));
-
- } else if (toLower(any.name()) == "glight::point") {
-
- *this = point(any[0], any[1],
- (any.size() > 2) ? any[2] : Any(1),
- (any.size() > 3) ? any[3] : Any(0),
- (any.size() > 4) ? any[4] : Any(0.5f),
- (any.size() > 5) ? any[5] : Any(true),
- (any.size() > 6) ? any[6] : Any(true));
-
- } else if (toLower(any.name()) == "glight::spot") {
-
- *this = spot(any[0], any[1], any[2], any[3],
- (any.size() > 4) ? any[4] : Any(1),
- (any.size() > 5) ? any[5] : Any(0),
- (any.size() > 6) ? any[6] : Any(0),
- (any.size() > 7) ? any[7] : Any(true),
- (any.size() > 8) ? any[8] : Any(true));
- } else {
- any.verify(false, "Unrecognized name");
- }
-}
-
-
-GLight::operator Any() const {
- Any a(Any::TABLE, "GLight");
- a.set("position", position.operator Any());
- a.set("rightDirection", rightDirection.operator Any());
- a.set("spotDirection", spotDirection.operator Any());
- a.set("spotCutoff", spotCutoff);
- a.set("spotSquare", spotSquare);
-
- Any att(Any::ARRAY);
- att.append(attenuation[0], attenuation[1], attenuation[2]);
- a.set("attenuation", att);
- a.set("color", color.operator Any());
- a.set("enabled", enabled);
- a.set("specular", specular);
- a.set("diffuse", diffuse);
- return a;
-}
-
-
-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;
-}
-
-
-} // G3D