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Diffstat (limited to 'externals/g3dlite/G3D.lib/source/GLight.cpp')
-rw-r--r-- | externals/g3dlite/G3D.lib/source/GLight.cpp | 143 |
1 files changed, 143 insertions, 0 deletions
diff --git a/externals/g3dlite/G3D.lib/source/GLight.cpp b/externals/g3dlite/G3D.lib/source/GLight.cpp new file mode 100644 index 00000000000..8acb066ef54 --- /dev/null +++ b/externals/g3dlite/G3D.lib/source/GLight.cpp @@ -0,0 +1,143 @@ +/** + @file GLight.cpp + + @maintainer Morgan McGuire, matrix@graphics3d.com + + @created 2003-11-12 + @edited 2007-10-22 +*/ + +#include "G3D/GLight.h" +#include "G3D/Sphere.h" + +namespace G3D { + +GLight::GLight() { + position = Vector4(0, 0, 0, 0); + color = Color3::white(); + spotDirection = Vector3(0, 0, -1); + spotCutoff = 180; + enabled = false; + attenuation[0] = 1.0; + attenuation[1] = 0.0; + attenuation[2] = 0.0; + specular = true; + diffuse = true; +} + + +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) && + (spotDirection == other.spotDirection) && + (spotCutoff == other.spotCutoff) && + (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(), (float)inf()); + } else { + // Avoid divide by zero + cutoff = max(cutoff, 0.0001f); + float maxIntensity = max(color.r, max(color.g, color.b)); + + float radius = (float)inf(); + + 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); + + } +} + +} |