[CORE][ADD] Illuminer Implementation

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Linloir 2022-12-17 22:27:22 +08:00
parent 2ecf3bd14c
commit 9604e68aa4
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GPG Key ID: 58EEB209A0F2C366
4 changed files with 160 additions and 9 deletions

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@ -108,6 +108,7 @@
<ClCompile Include="ebo.cpp" />
<ClCompile Include="editorpage.cpp" />
<ClCompile Include="framelesswindow.cpp" />
<ClCompile Include="illuminer.cpp" />
<ClCompile Include="lightCaster.cpp" />
<ClCompile Include="lineeditwidget.cpp" />
<ClCompile Include="logger.cpp" />

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@ -168,6 +168,9 @@
<ClCompile Include="lightCaster.cpp">
<Filter>Source Files\OpenGL Abstractions</Filter>
</ClCompile>
<ClCompile Include="illuminer.cpp">
<Filter>Source Files\OpenGL Abstractions</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="camera.h">

136
FinalProject/illuminer.cpp Normal file
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@ -0,0 +1,136 @@
#include "illuminer.h"
#include "logger.h"
Illuminer::Illuminer(glm::vec3 color) :
_lightColor(color)
{}
Illuminer::~Illuminer() {}
DirLight::DirLight(glm::vec3 direction, glm::vec3 color) :
Illuminer(color), _direction(direction)
{}
DirLight::~DirLight() {}
void DirLight::updateShader(ShaderProgram shader) const {
// Recall DirLight structure in fragment shader
// -------------
// struct DirLight {
// vec3 direction;
// vec3 ambient;
// vec3 diffuse;
// vec3 specular;
// };
shader.setUniform("DirLight.direction", -_direction);
shader.setUniform("DirLight.ambient", ambientLightColor());
shader.setUniform("DirLight.diffuse", diffuseLightColor());
shader.setUniform("DirLight.specular", specularLightColor());
}
ScopedLight::ScopedLight(glm::vec3 position, glm::vec3 direction, glm::vec3 color) :
Illuminer(color), _position(position), _direction(direction)
{
updateLinear();
updateQuadratic();
}
ScopedLight::ScopedLight(int distance, glm::vec3 position, glm::vec3 direction, glm::vec3 color) :
Illuminer(color), _position(position), _direction(direction), _idealDistance(distance)
{
updateLinear();
updateQuadratic();
}
ScopedLight::~ScopedLight() {}
inline void ScopedLight::updateLinear() {
// Double is used here to prevent precision loss
double linear = -0.0001 + 4.7688 / (double)_idealDistance;
_attLinear = (float)linear;
}
inline void ScopedLight::updateQuadratic() {
// Double is used here to prevent precision loss
double quadratic = 82.4448 * glm::pow((double)_idealDistance, -2.0192);
_attQuadratic = (float)quadratic;
}
void ScopedLight::setIdealDistance(int distance) {
if (distance < 10) {
distance = 10;
}
if (distance > 3500) {
distance = 3500;
}
_idealDistance = distance;
updateLinear();
updateQuadratic();
}
void ScopedLight::setCutOffAngle(float angle) {
if (angle < 0.0f) {
angle = 0.0f;
}
if (angle > 180.0f) {
angle = 180.0f;
}
_cutOffAngle = angle;
}
inline float ScopedLight::innerCutOffAngle() const {
return 0.0011 * glm::pow(_cutOffAngle, 2) + 0.6440 * _cutOffAngle;
}
void ScopedLight::updateShader(ShaderProgram shader) const {
// Recall PointLight and SpotLight structure in fragment shader
// -------------
// struct PointLight {
// vec3 position;
// vec3 ambient;
// vec3 diffuse;
// vec3 specular;
// float constant;
// float linear;
// float quadratic;
// };
// ------------
// struct SpotLight {
// vec3 position;
// vec3 direction;
// vec3 ambient;
// vec3 diffuse;
// vec3 specular;
// float constant;
// float linear;
// float quadratic;
// float cutOff;
// float outerCutOff;
// };
// Check the cutoff angle to determine the type of light
if (abs(_cutOffAngle - 180.0f) < 1e-6) {
// Point light
shader.setUniform("PointLight.position", _position);
shader.setUniform("PointLight.ambient", ambientLightColor());
shader.setUniform("PointLight.diffuse", diffuseLightColor());
shader.setUniform("PointLight.specular", specularLightColor());
shader.setUniform("PointLight.constant", _attConstant);
shader.setUniform("PointLight.linear", _attLinear);
shader.setUniform("PointLight.quadratic", _attQuadratic);
}
else {
// Spot light
shader.setUniform("SpotLight.position", _position);
shader.setUniform("SpotLight.direction", -_direction);
shader.setUniform("SpotLight.ambient", ambientLightColor());
shader.setUniform("SpotLight.diffuse", diffuseLightColor());
shader.setUniform("SpotLight.specular", specularLightColor());
shader.setUniform("SpotLight.constant", _attConstant);
shader.setUniform("SpotLight.linear", _attLinear);
shader.setUniform("SpotLight.quadratic", _attQuadratic);
shader.setUniform("SpotLight.innercutoff", glm::cos(glm::radians(innerCutOffAngle())));
shader.setUniform("SpotLight.outercutoff", glm::cos(glm::radians(_cutOffAngle)));
}
}

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@ -5,7 +5,6 @@
#include <queue>
#include "shader.h"
#include "logger.h"
class Illuminer {
protected:
@ -15,7 +14,7 @@ public:
Illuminer(glm::vec3 color);
~Illuminer();
public:
protected:
virtual glm::vec3 ambientLightColor() const = 0;
virtual glm::vec3 diffuseLightColor() const = 0;
virtual glm::vec3 specularLightColor() const = 0;
@ -36,11 +35,13 @@ public:
DirLight(glm::vec3 direction = glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3 color = glm::vec3(1.0f));
~DirLight();
protected:
virtual glm::vec3 ambientLightColor() const override { return _lightColor * 0.2f; }
virtual glm::vec3 diffuseLightColor() const override { return _lightColor * 0.5f; }
virtual glm::vec3 specularLightColor() const override { return _lightColor * 0.9f; }
public:
// Getter APIs
glm::vec3 lightDirection() const { return _direction; } // The same direction as the outgoing direction
// Setter
void setLightDirection(glm::vec3 direction) { _direction = direction; }
// Render util function
@ -56,8 +57,7 @@ protected:
// Light source status
glm::vec3 _position;
glm::vec3 _direction;
float _innerCutOffAngle = 162.5f;
float _outerCutOffAngle = 180.0f;
float _cutOffAngle = 180.0f;
// Light property
int _idealDistance = 32; // ideally calculated distance
@ -67,16 +67,27 @@ protected:
public:
ScopedLight(glm::vec3 position, glm::vec3 direction = glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3 color = glm::vec3(1.0f));
ScopedLight(glm::vec3 distance, glm::vec3 position, glm::vec3 direction = glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3 color = glm::vec3(1.0f));
ScopedLight(int distance, glm::vec3 position, glm::vec3 direction = glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3 color = glm::vec3(1.0f));
~ScopedLight();
private:
// Util function
inline void updateLinear();
inline void updateQuadratic();
inline float innerCutOffAngle() const;
protected:
virtual glm::vec3 ambientLightColor() const override { return _lightColor * 0.2f; }
virtual glm::vec3 diffuseLightColor() const override { return _lightColor * 0.5f; }
virtual glm::vec3 specularLightColor() const override { return _lightColor * 0.9f; }
public:
// Property setters and getters
int idealDistance() const { return _idealDistance; }
void setIdealDistance(int distance);
glm::vec3 lightDirection() const { return _direction; }
void setLightDirection(glm::vec3 direction) { _direction = direction; }
float cutOffAngle() const { return _outerCutOffAngle; }
float cutOffAngle() const { return _cutOffAngle; }
void setCutOffAngle(float angle);
// Render util function