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169 lines
8.3 KiB
C++
169 lines
8.3 KiB
C++
#include "illuminer.h"
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#include "logger.h"
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Illuminer::Illuminer(glm::vec3 color) :
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_lightColor(color)
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{}
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Illuminer::~Illuminer() {}
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DirLight::DirLight(glm::vec3 direction, glm::vec3 color) :
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Illuminer(color), _direction(direction)
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{}
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DirLight::~DirLight() {}
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void DirLight::updateShader(ShaderProgram shader, int index) const {
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// Recall DirLight structure in fragment shader
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// -------------
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// struct DirLight {
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// vec3 direction;
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// vec3 ambient;
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// vec3 diffuse;
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// vec3 specular;
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// };
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Logger::debug("Setting dir light " + std::to_string(index) + " to shader");
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Logger::debug("[+] Direction: " + std::to_string(_direction.x) + ", " + std::to_string(_direction.y) + ", " + std::to_string(_direction.z));
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Logger::debug("[+] Ambient: " + std::to_string(ambientLightColor().x) + ", " + std::to_string(ambientLightColor().y) + ", " + std::to_string(ambientLightColor().z));
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Logger::debug("[+] Diffuse: " + std::to_string(diffuseLightColor().x) + ", " + std::to_string(diffuseLightColor().y) + ", " + std::to_string(diffuseLightColor().z));
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Logger::debug("[+] Specular: " + std::to_string(specularLightColor().x) + ", " + std::to_string(specularLightColor().y) + ", " + std::to_string(specularLightColor().z));
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shader.setUniform("dirlights[" + std::to_string(index) + "].direction", _direction);
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shader.setUniform("dirlights[" + std::to_string(index) + "].ambient", ambientLightColor());
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shader.setUniform("dirlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
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shader.setUniform("dirlights[" + std::to_string(index) + "].specular", specularLightColor());
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}
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ScopedLight::ScopedLight(glm::vec3 position, glm::vec3 direction, glm::vec3 color) :
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Illuminer(color), _position(position), _direction(direction), _idealDistance(32)
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{
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updateLinear();
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updateQuadratic();
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}
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ScopedLight::ScopedLight(int distance, glm::vec3 position, glm::vec3 direction, glm::vec3 color) :
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Illuminer(color), _position(position), _direction(direction), _idealDistance(distance)
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{
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updateLinear();
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updateQuadratic();
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}
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ScopedLight::ScopedLight(glm::vec3 position, glm::vec3 direction, float cutOffAngle, int idealDistance, float linear, float quadratic, glm::vec3 color) :
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Illuminer(color), _position(position), _direction(direction), _cutOffAngle(cutOffAngle), _idealDistance(idealDistance), _attLinear(linear), _attQuadratic(quadratic)
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{}
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ScopedLight::~ScopedLight() {}
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inline void ScopedLight::updateLinear() {
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// Double is used here to prevent precision loss
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double linear = -0.0001 + 4.7688 / (double)_idealDistance;
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_attLinear = (float)linear;
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}
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inline void ScopedLight::updateQuadratic() {
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// Double is used here to prevent precision loss
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double quadratic = 82.4448 * glm::pow((double)_idealDistance, -2.0192);
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_attQuadratic = (float)quadratic;
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}
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void ScopedLight::setIdealDistance(int distance) {
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if (distance < 5) {
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distance = 5;
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}
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if (distance > 3500) {
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distance = 3500;
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}
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_idealDistance = distance;
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updateLinear();
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updateQuadratic();
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}
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void ScopedLight::setCutOffAngle(float angle) {
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if (angle < 0.0f) {
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angle = 0.0f;
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}
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if (angle > 180.0f) {
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angle = 180.0f;
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}
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_cutOffAngle = angle;
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}
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inline float ScopedLight::innerCutOffAngle() const {
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return 0.0011 * glm::pow(_cutOffAngle, 2) + 0.6440 * _cutOffAngle;
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}
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ScopedLight ScopedLight::toWorldSpace(glm::mat4 modelMatrix) const {
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glm::vec3 position = glm::vec3(modelMatrix * glm::vec4(_position, 1.0f));
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glm::vec3 direction = glm::vec3(modelMatrix * glm::vec4(_direction, 0.0f));
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return ScopedLight(position, direction, _cutOffAngle, _idealDistance, _attLinear, _attQuadratic, _lightColor);
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}
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void ScopedLight::updateShader(ShaderProgram shader, int index) const {
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// Recall PointLight and SpotLight structure in fragment shader
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// -------------
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// struct PointLight {
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// vec3 position;
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// vec3 ambient;
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// vec3 diffuse;
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// vec3 specular;
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// float constant;
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// float linear;
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// float quadratic;
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// };
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// ------------
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// struct SpotLight {
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// vec3 position;
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// vec3 direction;
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// vec3 ambient;
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// vec3 diffuse;
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// vec3 specular;
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// float constant;
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// float linear;
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// float quadratic;
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// float cutOff;
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// float outerCutOff;
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// };
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// Check the cutoff angle to determine the type of light
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if (abs(_cutOffAngle - 180.0f) < 1e-6) {
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// Point light
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Logger::debug("Setting point light " + std::to_string(index) + " to shader");
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Logger::debug("[+] Position: " + std::to_string(_position.x) + ", " + std::to_string(_position.y) + ", " + std::to_string(_position.z));
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Logger::debug("[+] Ambient: " + std::to_string(ambientLightColor().x) + ", " + std::to_string(ambientLightColor().y) + ", " + std::to_string(ambientLightColor().z));
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Logger::debug("[+] Diffuse: " + std::to_string(diffuseLightColor().x) + ", " + std::to_string(diffuseLightColor().y) + ", " + std::to_string(diffuseLightColor().z));
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Logger::debug("[+] Specular: " + std::to_string(specularLightColor().x) + ", " + std::to_string(specularLightColor().y) + ", " + std::to_string(specularLightColor().z));
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Logger::debug("[+] Linear: " + std::to_string(_attLinear));
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Logger::debug("[+] Quadratic: " + std::to_string(_attQuadratic));
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shader.setUniform("pointlights[" + std::to_string(index) + "].position", _position);
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shader.setUniform("pointlights[" + std::to_string(index) + "].ambient", ambientLightColor());
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shader.setUniform("pointlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
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shader.setUniform("pointlights[" + std::to_string(index) + "].specular", specularLightColor());
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shader.setUniform("pointlights[" + std::to_string(index) + "].constant", _attConstant);
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shader.setUniform("pointlights[" + std::to_string(index) + "].linear", _attLinear);
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shader.setUniform("pointlights[" + std::to_string(index) + "].quadratic", _attQuadratic);
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}
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else {
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// Spot light
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Logger::debug("Setting spot light " + std::to_string(index) + " to shader");
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Logger::debug("[+] Position: " + std::to_string(_position.x) + ", " + std::to_string(_position.y) + ", " + std::to_string(_position.z));
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Logger::debug("[+] Direction: " + std::to_string(_direction.x) + ", " + std::to_string(_direction.y) + ", " + std::to_string(_direction.z));
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Logger::debug("[+] Ambient: " + std::to_string(ambientLightColor().x) + ", " + std::to_string(ambientLightColor().y) + ", " + std::to_string(ambientLightColor().z));
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Logger::debug("[+] Diffuse: " + std::to_string(diffuseLightColor().x) + ", " + std::to_string(diffuseLightColor().y) + ", " + std::to_string(diffuseLightColor().z));
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Logger::debug("[+] Specular: " + std::to_string(specularLightColor().x) + ", " + std::to_string(specularLightColor().y) + ", " + std::to_string(specularLightColor().z));
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Logger::debug("[+] Linear: " + std::to_string(_attLinear));
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Logger::debug("[+] Quadratic: " + std::to_string(_attQuadratic));
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Logger::debug("[+] CutOff: " + std::to_string(_cutOffAngle));
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Logger::debug("[+] InnerCutOff: " + std::to_string(innerCutOffAngle()));
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shader.setUniform("spotlights[" + std::to_string(index) + "].position", _position);
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shader.setUniform("spotlights[" + std::to_string(index) + "].direction", _direction);
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shader.setUniform("spotlights[" + std::to_string(index) + "].ambient", ambientLightColor());
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shader.setUniform("spotlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
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shader.setUniform("spotlights[" + std::to_string(index) + "].specular", specularLightColor());
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shader.setUniform("spotlights[" + std::to_string(index) + "].constant", _attConstant);
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shader.setUniform("spotlights[" + std::to_string(index) + "].linear", _attLinear);
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shader.setUniform("spotlights[" + std::to_string(index) + "].quadratic", _attQuadratic);
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shader.setUniform("spotlights[" + std::to_string(index) + "].innercutoff", glm::cos(glm::radians(innerCutOffAngle())));
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shader.setUniform("spotlights[" + std::to_string(index) + "].outercutoff", glm::cos(glm::radians(_cutOffAngle)));
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}
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} |