Linloir 05a5494693
[CORE][CHG] Update illuminer API
- Add logger to 'updateShader' func
- Add 'toWorldSpace' transform
2022-12-18 10:04:06 +08:00

169 lines
8.3 KiB
C++

#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, int index) const {
// Recall DirLight structure in fragment shader
// -------------
// struct DirLight {
// vec3 direction;
// vec3 ambient;
// vec3 diffuse;
// vec3 specular;
// };
Logger::debug("Setting dir light " + std::to_string(index) + " to shader");
Logger::debug("[+] Direction: " + std::to_string(_direction.x) + ", " + std::to_string(_direction.y) + ", " + std::to_string(_direction.z));
Logger::debug("[+] Ambient: " + std::to_string(ambientLightColor().x) + ", " + std::to_string(ambientLightColor().y) + ", " + std::to_string(ambientLightColor().z));
Logger::debug("[+] Diffuse: " + std::to_string(diffuseLightColor().x) + ", " + std::to_string(diffuseLightColor().y) + ", " + std::to_string(diffuseLightColor().z));
Logger::debug("[+] Specular: " + std::to_string(specularLightColor().x) + ", " + std::to_string(specularLightColor().y) + ", " + std::to_string(specularLightColor().z));
shader.setUniform("dirlights[" + std::to_string(index) + "].direction", _direction);
shader.setUniform("dirlights[" + std::to_string(index) + "].ambient", ambientLightColor());
shader.setUniform("dirlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
shader.setUniform("dirlights[" + std::to_string(index) + "].specular", specularLightColor());
}
ScopedLight::ScopedLight(glm::vec3 position, glm::vec3 direction, glm::vec3 color) :
Illuminer(color), _position(position), _direction(direction), _idealDistance(32)
{
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(glm::vec3 position, glm::vec3 direction, float cutOffAngle, int idealDistance, float linear, float quadratic, glm::vec3 color) :
Illuminer(color), _position(position), _direction(direction), _cutOffAngle(cutOffAngle), _idealDistance(idealDistance), _attLinear(linear), _attQuadratic(quadratic)
{}
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 < 5) {
distance = 5;
}
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;
}
ScopedLight ScopedLight::toWorldSpace(glm::mat4 modelMatrix) const {
glm::vec3 position = glm::vec3(modelMatrix * glm::vec4(_position, 1.0f));
glm::vec3 direction = glm::vec3(modelMatrix * glm::vec4(_direction, 0.0f));
return ScopedLight(position, direction, _cutOffAngle, _idealDistance, _attLinear, _attQuadratic, _lightColor);
}
void ScopedLight::updateShader(ShaderProgram shader, int index) 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
Logger::debug("Setting point light " + std::to_string(index) + " to shader");
Logger::debug("[+] Position: " + std::to_string(_position.x) + ", " + std::to_string(_position.y) + ", " + std::to_string(_position.z));
Logger::debug("[+] Ambient: " + std::to_string(ambientLightColor().x) + ", " + std::to_string(ambientLightColor().y) + ", " + std::to_string(ambientLightColor().z));
Logger::debug("[+] Diffuse: " + std::to_string(diffuseLightColor().x) + ", " + std::to_string(diffuseLightColor().y) + ", " + std::to_string(diffuseLightColor().z));
Logger::debug("[+] Specular: " + std::to_string(specularLightColor().x) + ", " + std::to_string(specularLightColor().y) + ", " + std::to_string(specularLightColor().z));
Logger::debug("[+] Linear: " + std::to_string(_attLinear));
Logger::debug("[+] Quadratic: " + std::to_string(_attQuadratic));
shader.setUniform("pointlights[" + std::to_string(index) + "].position", _position);
shader.setUniform("pointlights[" + std::to_string(index) + "].ambient", ambientLightColor());
shader.setUniform("pointlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
shader.setUniform("pointlights[" + std::to_string(index) + "].specular", specularLightColor());
shader.setUniform("pointlights[" + std::to_string(index) + "].constant", _attConstant);
shader.setUniform("pointlights[" + std::to_string(index) + "].linear", _attLinear);
shader.setUniform("pointlights[" + std::to_string(index) + "].quadratic", _attQuadratic);
}
else {
// Spot light
Logger::debug("Setting spot light " + std::to_string(index) + " to shader");
Logger::debug("[+] Position: " + std::to_string(_position.x) + ", " + std::to_string(_position.y) + ", " + std::to_string(_position.z));
Logger::debug("[+] Direction: " + std::to_string(_direction.x) + ", " + std::to_string(_direction.y) + ", " + std::to_string(_direction.z));
Logger::debug("[+] Ambient: " + std::to_string(ambientLightColor().x) + ", " + std::to_string(ambientLightColor().y) + ", " + std::to_string(ambientLightColor().z));
Logger::debug("[+] Diffuse: " + std::to_string(diffuseLightColor().x) + ", " + std::to_string(diffuseLightColor().y) + ", " + std::to_string(diffuseLightColor().z));
Logger::debug("[+] Specular: " + std::to_string(specularLightColor().x) + ", " + std::to_string(specularLightColor().y) + ", " + std::to_string(specularLightColor().z));
Logger::debug("[+] Linear: " + std::to_string(_attLinear));
Logger::debug("[+] Quadratic: " + std::to_string(_attQuadratic));
Logger::debug("[+] CutOff: " + std::to_string(_cutOffAngle));
Logger::debug("[+] InnerCutOff: " + std::to_string(innerCutOffAngle()));
shader.setUniform("spotlights[" + std::to_string(index) + "].position", _position);
shader.setUniform("spotlights[" + std::to_string(index) + "].direction", _direction);
shader.setUniform("spotlights[" + std::to_string(index) + "].ambient", ambientLightColor());
shader.setUniform("spotlights[" + std::to_string(index) + "].diffuse", diffuseLightColor());
shader.setUniform("spotlights[" + std::to_string(index) + "].specular", specularLightColor());
shader.setUniform("spotlights[" + std::to_string(index) + "].constant", _attConstant);
shader.setUniform("spotlights[" + std::to_string(index) + "].linear", _attLinear);
shader.setUniform("spotlights[" + std::to_string(index) + "].quadratic", _attQuadratic);
shader.setUniform("spotlights[" + std::to_string(index) + "].innercutoff", glm::cos(glm::radians(innerCutOffAngle())));
shader.setUniform("spotlights[" + std::to_string(index) + "].outercutoff", glm::cos(glm::radians(_cutOffAngle)));
}
}