Added light class

Former-commit-id: e2969fe35720e1ea2f982a86197237a50bef1389
This commit is contained in:
Lynix 2013-01-11 14:40:02 +01:00
parent 38d2a08968
commit 507022db7c
3 changed files with 261 additions and 0 deletions

View File

@ -7,8 +7,18 @@
#ifndef NAZARA_ENUMS_3D_HPP
#define NAZARA_ENUMS_3D_HPP
enum nzLightType
{
nzLightType_Directional,
nzLightType_Point,
nzLightType_Spot,
nzLightType_Max = nzLightType_Spot
};
enum nzSceneNodeType
{
nzSceneNodeType_Light,
nzSceneNodeType_Model,
nzSceneNodeType_Max = nzSceneNodeType_Model

View File

@ -0,0 +1,55 @@
// Copyright (C) 2012 Jérôme Leclercq
// This file is part of the "Nazara Engine - 3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_LIGHT_HPP
#define NAZARA_LIGHT_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/3D/Enums.hpp>
#include <Nazara/3D/SceneNode.hpp>
#include <Nazara/Core/Color.hpp>
class NAZARA_API NzLight : public NzSceneNode
{
public:
NzLight(nzLightType type);
NzLight(const NzLight& light);
~NzLight();
void Apply(unsigned int i = 0) const;
const NzAxisAlignedBox& GetAABB() const;
NzColor GetAmbientColor() const;
float GetAttenuation() const;
NzColor GetDiffuseColor() const;
float GetInnerAngle() const;
float GetOuterAngle() const;
float GetRadius() const;
nzSceneNodeType GetSceneNodeType() const;
NzColor GetSpecularColor() const;
void SetAmbientColor(const NzColor& ambient);
void SetAttenuation(float attenuation);
void SetDiffuseColor(const NzColor& diffuse);
void SetInnerAngle(float innerAngle);
void SetOuterAngle(float outerAngle);
void SetRadius(float radius);
void SetSpecularColor(const NzColor& specular);
NzLight& operator=(const NzLight& light);
private:
nzLightType m_type;
NzColor m_ambientColor;
NzColor m_diffuseColor;
NzColor m_specularColor;
float m_attenuation;
float m_innerAngle;
float m_outerAngle;
float m_radius;
};
#endif // NAZARA_LIGHT_HPP

196
src/Nazara/3D/Light.cpp Normal file
View File

@ -0,0 +1,196 @@
// Copyright (C) 2012 Jérôme Leclercq
// This file is part of the "Nazara Engine - 3D Module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/3D/Light.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <cstring>
#include <Nazara/3D/Debug.hpp>
NzLight::NzLight(nzLightType type) :
m_type(type),
m_ambientColor((type == nzLightType_Directional) ? NzColor(50, 50, 50) : NzColor::Black),
m_diffuseColor(NzColor::White),
m_specularColor(NzColor::White),
m_attenuation(0.9f),
m_innerAngle(15.f),
m_outerAngle(45.f),
m_radius(500.f)
{
}
NzLight::NzLight(const NzLight& light)
{
std::memcpy(this, &light, sizeof(NzLight)); // Aussi simple que ça
}
NzLight::~NzLight() = default;
void NzLight::Apply(unsigned int i) const
{
/*
struct Light
{
int type;
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
Directional
-P1: vec3 direction
Point
-P1: vec3 position + float attenuation
-P2: float invRadius
Spot
-P1: vec3 position + float attenuation
-P2: vec3 direction + float invRadius
-P3: float cosInnerAngle + float cosOuterAngle
*/
const NzShader* shader = NzRenderer::GetShader();
int typeLocation = shader->GetUniformLocation("Lights[0].type");
int ambientLocation = shader->GetUniformLocation("Lights[0].ambient");
int diffuseLocation = shader->GetUniformLocation("Lights[0].diffuse");
int specularLocation = shader->GetUniformLocation("Lights[0].specular");
int parameters1Location = shader->GetUniformLocation("Lights[0].parameters1");
int parameters2Location = shader->GetUniformLocation("Lights[0].parameters2");
int parameters3Location = shader->GetUniformLocation("Lights[0].parameters3");
if (i > 0)
{
int type2Location = shader->GetUniformLocation("Lights[1].type");
int offset = i * (type2Location - typeLocation); // type2Location - typeLocation donne la taille de la structure
// On applique cet offset
typeLocation += offset;
ambientLocation += offset;
diffuseLocation += offset;
specularLocation += offset;
parameters1Location += offset;
parameters2Location += offset;
parameters3Location += offset;
}
shader->SendInteger(typeLocation, m_type);
shader->SendColor(ambientLocation, m_ambientColor);
shader->SendColor(diffuseLocation, m_diffuseColor);
shader->SendColor(specularLocation, m_specularColor);
if (!m_derivedUpdated)
UpdateDerived();
switch (m_type)
{
case nzLightType_Directional:
shader->SendVector(parameters1Location, NzVector4f(m_derivedRotation * NzVector3f::Forward()));
break;
case nzLightType_Point:
shader->SendVector(parameters1Location, NzVector4f(m_derivedTranslation, m_attenuation));
shader->SendVector(parameters2Location, NzVector4f(1.f/m_radius, 0.f, 0.f, 0.f));
break;
case nzLightType_Spot:
shader->SendVector(parameters1Location, NzVector4f(m_derivedTranslation, m_attenuation));
shader->SendVector(parameters2Location, NzVector4f(m_derivedRotation * NzVector3f::Forward(), 1.f/m_radius));
shader->SendVector(parameters3Location, NzVector2f(std::cos(NzDegreeToRadian(m_innerAngle)), std::cos(NzDegreeToRadian(m_outerAngle))));
break;
}
}
const NzAxisAlignedBox& NzLight::GetAABB() const
{
return NzAxisAlignedBox::Null;
}
NzColor NzLight::GetAmbientColor() const
{
return m_ambientColor;
}
float NzLight::GetAttenuation() const
{
return m_attenuation;
}
NzColor NzLight::GetDiffuseColor() const
{
return m_diffuseColor;
}
float NzLight::GetInnerAngle() const
{
return m_innerAngle;
}
float NzLight::GetOuterAngle() const
{
return m_outerAngle;
}
float NzLight::GetRadius() const
{
return m_radius;
}
nzSceneNodeType NzLight::GetSceneNodeType() const
{
return nzSceneNodeType_Light;
}
NzColor NzLight::GetSpecularColor() const
{
return m_specularColor;
}
void NzLight::SetAmbientColor(const NzColor& ambient)
{
m_ambientColor = ambient;
}
void NzLight::SetAttenuation(float attenuation)
{
m_attenuation = attenuation;
}
void NzLight::SetDiffuseColor(const NzColor& diffuse)
{
m_diffuseColor = diffuse;
}
void NzLight::SetInnerAngle(float innerAngle)
{
m_innerAngle = innerAngle;
}
void NzLight::SetOuterAngle(float outerAngle)
{
m_outerAngle = outerAngle;
}
void NzLight::SetRadius(float radius)
{
m_radius = radius;
}
void NzLight::SetSpecularColor(const NzColor& specular)
{
m_specularColor = specular;
}
NzLight& NzLight::operator=(const NzLight& light)
{
std::memcpy(this, &light, sizeof(NzLight));
return *this;
}