102 lines
3.8 KiB
C++

#pragma once
#include <GLM/glm.hpp>
#include <string>
#include <queue>
#include "shader.h"
class Illuminer {
protected:
glm::vec3 _lightColor;
public:
Illuminer(glm::vec3 color);
~Illuminer();
protected:
virtual glm::vec3 ambientLightColor() const = 0;
virtual glm::vec3 diffuseLightColor() const = 0;
virtual glm::vec3 specularLightColor() const = 0;
virtual void updateShader(ShaderProgram shader, int index) const = 0;
public:
glm::vec3 lightColor() const { return _lightColor; }
void setLightColor(glm::vec3 lightColor) { _lightColor = lightColor; }
};
// Direction light
class DirLight : public Illuminer{
protected:
glm::vec3 _direction; // The outgoing direction of the light source
float _intensity = 50;
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 glm::vec3(_intensity / 200.0f) * _lightColor; }
virtual glm::vec3 diffuseLightColor() const override { return glm::vec3(_intensity / 100.0f) * _lightColor; }
virtual glm::vec3 specularLightColor() const override { return glm::vec3(1.0f) * _lightColor; }
public:
glm::vec3 lightDirection() const { return _direction; } // The same direction as the outgoing direction
void setLightDirection(glm::vec3 direction) { _direction = direction; }
void setIntensity(float intensity) { _intensity = intensity; }
// Render util function
virtual void updateShader(ShaderProgram shader, int index) const override;
};
// Scoped Light is a combination of point light and spot light
// Shader setting is automatically configured based on the phi value
// If phi < 162.5, then the light is considered as spot light
// Otherwise it's considered as point light
class ScopedLight : public Illuminer{
protected:
// Light source status
glm::vec3 _position;
glm::vec3 _direction;
float _cutOffAngle = 180.0f;
// Light property
int _idealDistance = 32; // ideally calculated distance
const float _attConstant = 1.0f; // attenuation constant
float _attLinear = 0.14f; // attenuation linear term
float _attQuadratic = 0.07f; // attenuation quad term
public:
ScopedLight(glm::vec3 position, glm::vec3 direction = glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3 color = glm::vec3(1.0f, 1.0f, 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, 1.0f, 1.0f));
ScopedLight(glm::vec3 position, glm::vec3 direction, float cutOffAngle, int idealDistance, float linear, float quadratic, glm::vec3 color);
~ScopedLight();
private:
// Util function
inline void updateLinear();
inline void updateQuadratic();
inline float innerCutOffAngle() const;
protected:
virtual glm::vec3 ambientLightColor() const override { return glm::vec3(0.2f) * _lightColor; }
virtual glm::vec3 diffuseLightColor() const override { return glm::vec3(0.7f) * _lightColor; }
virtual glm::vec3 specularLightColor() const override { return glm::vec3(1.0f) * _lightColor; }
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 _cutOffAngle; }
void setCutOffAngle(float angle);
bool isPointLight() const { return abs(_cutOffAngle - 180.0f) < 1e-6; }
ScopedLight toWorldSpace(glm::mat4 modelMatrix) const;
// Render util function
virtual void updateShader(ShaderProgram shader, int index) const override;
};