/** @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); } } }