136 lines
4.2 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) 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)));
}
}