leocad/common/light.cpp

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#include "lc_global.h"
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#include "lc_math.h"
#include "lc_colors.h"
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#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "light.h"
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#include "camera.h"
#include "view.h"
#include "lc_application.h"
#include "lc_context.h"
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static LC_OBJECT_KEY_INFO light_key_info[LC_LK_COUNT] =
{
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{ "Light Position", 3, LC_LK_POSITION },
{ "Light Target", 3, LC_LK_TARGET },
{ "Ambient Color", 3, LC_LK_AMBIENT_COLOR },
{ "Diffuse Color", 3, LC_LK_DIFFUSE_COLOR },
{ "Specular Color", 3, LC_LK_SPECULAR_COLOR },
{ "Constant Attenuation", 1, LC_LK_CONSTANT_ATTENUATION },
{ "Linear Attenuation", 1, LC_LK_LINEAR_ATTENUATION },
{ "Quadratic Attenuation", 1, LC_LK_QUADRATIC_ATTENUATION },
{ "Spot Cutoff", 1, LC_LK_SPOT_CUTOFF },
{ "Spot Exponent", 1, LC_LK_SPOT_EXPONENT }
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};
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// New omni light.
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lcLight::lcLight(float px, float py, float pz)
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: lcObject(LC_OBJECT_LIGHT)
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{
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Initialize();
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float pos[] = { px, py, pz }, target[] = { 0, 0, 0 };
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ChangeKey(1, true, pos, LC_LK_POSITION);
ChangeKey(1, true, target, LC_LK_TARGET);
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UpdatePosition(1);
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}
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// New directional or spot light.
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lcLight::lcLight(float px, float py, float pz, float tx, float ty, float tz)
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: lcObject(LC_OBJECT_LIGHT)
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{
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Initialize();
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float pos[] = { px, py, pz }, target[] = { tx, ty, tz };
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ChangeKey(1, true, pos, LC_LK_POSITION);
ChangeKey(1, true, target, LC_LK_TARGET);
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UpdatePosition(1);
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}
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void lcLight::Initialize()
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{
mState = 0;
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memset(m_strName, 0, sizeof(m_strName));
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mAmbientColor[3] = 1.0f;
mDiffuseColor[3] = 1.0f;
mSpecularColor[3] = 1.0f;
float *values[] = { mPosition, mTargetPosition, mAmbientColor, mDiffuseColor, mSpecularColor,
&mConstantAttenuation, &mLinearAttenuation, &mQuadraticAttenuation, &mSpotCutoff, &mSpotExponent };
RegisterKeys(values, light_key_info, LC_LK_COUNT);
// set the default values
float ambient[] = { 0, 0, 0 }, diffuse[] = { 0.8f, 0.8f, 0.8f }, specular[] = { 1, 1, 1 };
float constant = 1, linear = 0, quadratic = 0, cutoff = 30, exponent = 0;
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ChangeKey(1, true, ambient, LC_LK_AMBIENT_COLOR);
ChangeKey(1, true, diffuse, LC_LK_DIFFUSE_COLOR);
ChangeKey(1, true, specular, LC_LK_SPECULAR_COLOR);
ChangeKey(1, true, &constant, LC_LK_CONSTANT_ATTENUATION);
ChangeKey(1, true, &linear, LC_LK_LINEAR_ATTENUATION);
ChangeKey(1, true, &quadratic, LC_LK_QUADRATIC_ATTENUATION);
ChangeKey(1, true, &cutoff, LC_LK_SPOT_CUTOFF);
ChangeKey(1, true, &exponent, LC_LK_SPOT_EXPONENT);
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}
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lcLight::~lcLight()
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{
}
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QJsonObject lcLight::Save()
{
return QJsonObject();
}
void lcLight::Load(QJsonObject Light)
{
}
bool lcLight::FileLoad(lcFile& file)
{
return true;
}
void lcLight::FileSave(lcFile& file) const
{
}
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void lcLight::CreateName(const lcArray<lcLight*>& Lights)
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{
int i, max = 0;
for (int LightIdx = 0; LightIdx < Lights.GetSize(); LightIdx++)
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{
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lcLight* pLight = Lights[LightIdx];
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if (strncmp(pLight->m_strName, "Light ", 6) == 0)
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{
if (sscanf(pLight->m_strName + 6, " #%d", &i) == 1)
{
if (i > max)
max = i;
}
}
}
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sprintf(m_strName, "Light #%.2d", max+1);
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}
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void lcLight::RayTest(lcObjectRayTest& ObjectRayTest) const
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{
if (IsPointLight())
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{
float Distance;
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if (lcSphereRayMinIntersectDistance(mPosition, 0.2f, ObjectRayTest.Start, ObjectRayTest.End, &Distance))
{
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ObjectRayTest.ObjectSection.Object = const_cast<lcLight*>(this);
ObjectRayTest.ObjectSection.Section = LC_LIGHT_SECTION_POSITION;
ObjectRayTest.Distance = Distance;
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}
return;
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}
lcVector3 Min = lcVector3(-0.2f, -0.2f, -0.2f);
lcVector3 Max = lcVector3(0.2f, 0.2f, 0.2f);
lcVector3 Start = lcMul31(ObjectRayTest.Start, mWorldLight);
lcVector3 End = lcMul31(ObjectRayTest.End, mWorldLight);
float Distance;
if (lcBoundingBoxRayMinIntersectDistance(Min, Max, Start, End, &Distance, NULL) && (Distance < ObjectRayTest.Distance))
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{
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ObjectRayTest.ObjectSection.Object = const_cast<lcLight*>(this);
ObjectRayTest.ObjectSection.Section = LC_LIGHT_SECTION_POSITION;
ObjectRayTest.Distance = Distance;
}
Min = lcVector3(-0.2f, -0.2f, -0.2f);
Max = lcVector3(0.2f, 0.2f, 0.2f);
lcMatrix44 WorldTarget = mWorldLight;
WorldTarget.SetTranslation(lcMul30(-mTargetPosition, WorldTarget));
Start = lcMul31(ObjectRayTest.Start, WorldTarget);
End = lcMul31(ObjectRayTest.End, WorldTarget);
if (lcBoundingBoxRayMinIntersectDistance(Min, Max, Start, End, &Distance, NULL) && (Distance < ObjectRayTest.Distance))
{
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ObjectRayTest.ObjectSection.Object = const_cast<lcLight*>(this);
ObjectRayTest.ObjectSection.Section = LC_LIGHT_SECTION_TARGET;
ObjectRayTest.Distance = Distance;
}
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}
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void lcLight::BoxTest(lcObjectBoxTest& ObjectBoxTest) const
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{
if (IsPointLight())
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{
for (int PlaneIdx = 0; PlaneIdx < 6; PlaneIdx++)
if (lcDot3(mPosition, ObjectBoxTest.Planes[PlaneIdx]) + ObjectBoxTest.Planes[PlaneIdx][3] > 0.2f)
return;
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lcObjectSection& ObjectSection = ObjectBoxTest.ObjectSections.Add();
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ObjectSection.Object = const_cast<lcLight*>(this);
ObjectSection.Section = LC_LIGHT_SECTION_POSITION;
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return;
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}
lcVector3 Min(-0.2f, -0.2f, -0.2f);
lcVector3 Max(0.2f, 0.2f, 0.2f);
lcVector4 LocalPlanes[6];
for (int PlaneIdx = 0; PlaneIdx < 6; PlaneIdx++)
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{
lcVector3 Normal = lcMul30(ObjectBoxTest.Planes[PlaneIdx], mWorldLight);
LocalPlanes[PlaneIdx] = lcVector4(Normal, ObjectBoxTest.Planes[PlaneIdx][3] - lcDot3(mWorldLight[3], Normal));
}
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if (lcBoundingBoxIntersectsVolume(Min, Max, LocalPlanes))
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{
lcObjectSection& ObjectSection = ObjectBoxTest.ObjectSections.Add();
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ObjectSection.Object = const_cast<lcLight*>(this);
ObjectSection.Section = LC_LIGHT_SECTION_POSITION;
}
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Min = lcVector3(-0.2f, -0.2f, -0.2f);
Max = lcVector3(0.2f, 0.2f, 0.2f);
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lcMatrix44 WorldTarget = mWorldLight;
WorldTarget.SetTranslation(lcMul30(-mTargetPosition, WorldTarget));
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for (int PlaneIdx = 0; PlaneIdx < 6; PlaneIdx++)
{
lcVector3 Normal = lcMul30(ObjectBoxTest.Planes[PlaneIdx], WorldTarget);
LocalPlanes[PlaneIdx] = lcVector4(Normal, ObjectBoxTest.Planes[PlaneIdx][3] - lcDot3(WorldTarget[3], Normal));
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}
if (lcBoundingBoxIntersectsVolume(Min, Max, LocalPlanes))
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{
lcObjectSection& ObjectSection = ObjectBoxTest.ObjectSections.Add();
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ObjectSection.Object = const_cast<lcLight*>(this);
ObjectSection.Section = LC_LIGHT_SECTION_TARGET;
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}
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}
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void lcLight::Move(lcStep Step, bool AddKey, const lcVector3& Distance)
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{
if (IsSelected(LC_LIGHT_SECTION_POSITION))
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{
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mPosition += Distance;
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ChangeKey(Step, AddKey, mPosition, LC_LK_POSITION);
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}
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if (IsSelected(LC_LIGHT_SECTION_TARGET))
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{
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mTargetPosition += Distance;
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ChangeKey(Step, AddKey, mTargetPosition, LC_LK_TARGET);
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}
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}
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void lcLight::UpdatePosition(lcStep Step)
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{
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CalculateKeys(Step);
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if (IsPointLight())
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{
mWorldLight = lcMatrix44Identity();
mWorldLight.SetTranslation(-mPosition);
}
else
{
lcVector3 FrontVector(mTargetPosition - mPosition);
lcVector3 UpVector(1, 1, 1);
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if (fabs(FrontVector[0]) < fabs(FrontVector[1]))
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{
if (fabs(FrontVector[0]) < fabs(FrontVector[2]))
UpVector[0] = -(UpVector[1] * FrontVector[1] + UpVector[2] * FrontVector[2]);
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else
UpVector[2] = -(UpVector[0] * FrontVector[0] + UpVector[1] * FrontVector[1]);
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}
else
{
if (fabs(FrontVector[1]) < fabs(FrontVector[2]))
UpVector[1] = -(UpVector[0] * FrontVector[0] + UpVector[2] * FrontVector[2]);
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else
UpVector[2] = -(UpVector[0] * FrontVector[0] + UpVector[1] * FrontVector[1]);
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}
mWorldLight = lcMatrix44LookAt(mPosition, mTargetPosition, UpVector);
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}
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}
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void lcLight::Render(View* View)
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{
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float LineWidth = lcGetPreferences().mLineWidth;
const lcMatrix44& ViewMatrix = View->mCamera->mWorldView;
lcContext* Context = View->mContext;
if (IsPointLight())
{
Context->SetWorldViewMatrix(lcMul(lcMatrix44Translation(mPosition), ViewMatrix));
if (IsSelected(LC_LIGHT_SECTION_POSITION))
{
if (IsFocused(LC_LIGHT_SECTION_POSITION))
lcSetColorFocused();
else
lcSetColorSelected();
}
else
lcSetColorLight();
RenderSphere();
}
else
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{
if (IsSelected(LC_LIGHT_SECTION_POSITION))
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{
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Context->SetLineWidth(2.0f * LineWidth);
if (IsFocused(LC_LIGHT_SECTION_POSITION))
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lcSetColorFocused();
else
lcSetColorSelected();
}
else
{
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Context->SetLineWidth(LineWidth);
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lcSetColorLight();
}
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RenderCone(ViewMatrix);
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if (IsSelected(LC_LIGHT_SECTION_TARGET))
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{
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Context->SetLineWidth(2.0f * LineWidth);
if (IsFocused(LC_LIGHT_SECTION_TARGET))
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lcSetColorFocused();
else
lcSetColorSelected();
}
else
{
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Context->SetLineWidth(LineWidth);
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lcSetColorLight();
}
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RenderTarget();
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Context->SetWorldViewMatrix(ViewMatrix);
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Context->SetLineWidth(LineWidth);
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lcSetColorLight();
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lcVector3 Line[2] = { mPosition, mTargetPosition };
glVertexPointer(3, GL_FLOAT, 0, Line);
glDrawArrays(GL_LINES, 0, 2);
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if (IsSelected())
{
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lcMatrix44 ProjectionMatrix, LightMatrix;
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lcVector3 FrontVector(mTargetPosition - mPosition);
lcVector3 UpVector(1, 1, 1);
float Length = FrontVector.Length();
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if (fabs(FrontVector[0]) < fabs(FrontVector[1]))
{
if (fabs(FrontVector[0]) < fabs(FrontVector[2]))
UpVector[0] = -(UpVector[1] * FrontVector[1] + UpVector[2] * FrontVector[2]);
else
UpVector[2] = -(UpVector[0] * FrontVector[0] + UpVector[1] * FrontVector[1]);
}
else
{
if (fabs(FrontVector[1]) < fabs(FrontVector[2]))
UpVector[1] = -(UpVector[0] * FrontVector[0] + UpVector[2] * FrontVector[2]);
else
UpVector[2] = -(UpVector[0] * FrontVector[0] + UpVector[1] * FrontVector[1]);
}
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LightMatrix = lcMatrix44LookAt(mPosition, mTargetPosition, UpVector);
LightMatrix = lcMatrix44AffineInverse(LightMatrix);
ProjectionMatrix = lcMatrix44Perspective(2 * mSpotCutoff, 1.0f, 0.01f, Length);
ProjectionMatrix = lcMatrix44Inverse(ProjectionMatrix);
Context->SetWorldViewMatrix(lcMul(ProjectionMatrix, lcMul(LightMatrix, ViewMatrix)));
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// Draw the light cone.
float Verts[16][3] =
{
{ 0.5f, 1.0f, 1.0f },
{ 1.0f, 0.5f, 1.0f },
{ 1.0f, -0.5f, 1.0f },
{ 0.5f, -1.0f, 1.0f },
{ -0.5f, -1.0f, 1.0f },
{ -1.0f, -0.5f, 1.0f },
{ -1.0f, 0.5f, 1.0f },
{ -0.5f, 1.0f, 1.0f },
{ 1.0f, 1.0f, -1.0f },
{ 0.75f, 0.75f, 1.0f },
{ -1.0f, 1.0f, -1.0f },
{ -0.75f, 0.75f, 1.0f },
{ -1.0f, -1.0f, -1.0f },
{ -0.75f, -0.75f, 1.0f },
{ 1.0f, -1.0f, -1.0f },
{ 0.75f, -0.75f, 1.0f }
};
glVertexPointer(3, GL_FLOAT, 0, Verts);
glDrawArrays(GL_LINE_LOOP, 0, 8);
glDrawArrays(GL_LINES, 8, 8);
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}
}
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}
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void lcLight::RenderCone(const lcMatrix44& ViewMatrix)
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{
lcVector3 FrontVector(mTargetPosition - mPosition);
lcVector3 UpVector(1, 1, 1);
float Length = FrontVector.Length();
if (fabs(FrontVector[0]) < fabs(FrontVector[1]))
{
if (fabs(FrontVector[0]) < fabs(FrontVector[2]))
UpVector[0] = -(UpVector[1] * FrontVector[1] + UpVector[2] * FrontVector[2]);
else
UpVector[2] = -(UpVector[0] * FrontVector[0] + UpVector[1] * FrontVector[1]);
}
else
{
if (fabs(FrontVector[1]) < fabs(FrontVector[2]))
UpVector[1] = -(UpVector[0] * FrontVector[0] + UpVector[2] * FrontVector[2]);
else
UpVector[2] = -(UpVector[0] * FrontVector[0] + UpVector[1] * FrontVector[1]);
}
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lcMatrix44 LightMatrix = lcMatrix44LookAt(mPosition, mTargetPosition, UpVector);
LightMatrix = lcMatrix44AffineInverse(LightMatrix);
LightMatrix.SetTranslation(lcVector3(0, 0, 0));
lcMatrix44 LightViewMatrix = lcMul(LightMatrix, lcMul(lcMatrix44Translation(mPosition), ViewMatrix));
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glLoadMatrixf(LightViewMatrix);
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float verts[16*3];
for (int i = 0; i < 8; i++)
{
verts[i*6] = verts[i*6+3] = (float)cos((float)i/4 * LC_PI) * 0.3f;
verts[i*6+1] = verts[i*6+4] = (float)sin((float)i/4 * LC_PI) * 0.3f;
verts[i*6+2] = 0.3f;
verts[i*6+5] = -0.3f;
}
glVertexPointer(3, GL_FLOAT, 0, verts);
glDrawArrays(GL_LINES, 0, 16);
glVertexPointer(3, GL_FLOAT, 6*sizeof(float), verts);
glDrawArrays(GL_LINE_LOOP, 0, 8);
glVertexPointer(3, GL_FLOAT, 6*sizeof(float), &verts[3]);
glDrawArrays(GL_LINE_LOOP, 0, 8);
float Lines[4][3] =
{
{ -0.5f, -0.5f, -0.3f },
{ 0.5f, -0.5f, -0.3f },
{ 0.5f, 0.5f, -0.3f },
{ -0.5f, 0.5f, -0.3f }
};
glVertexPointer(3, GL_FLOAT, 0, Lines);
glDrawArrays(GL_LINE_LOOP, 0, 4);
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glLoadMatrixf(lcMul(lcMatrix44Translation(lcVector3(0, 0, -Length)), LightViewMatrix));
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}
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void lcLight::RenderTarget()
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{
float box[24][3] =
{
{ 0.2f, 0.2f, 0.2f }, { -0.2f, 0.2f, 0.2f },
{ -0.2f, 0.2f, 0.2f }, { -0.2f, -0.2f, 0.2f },
{ -0.2f, -0.2f, 0.2f }, { 0.2f, -0.2f, 0.2f },
{ 0.2f, -0.2f, 0.2f }, { 0.2f, 0.2f, 0.2f },
{ 0.2f, 0.2f, -0.2f }, { -0.2f, 0.2f, -0.2f },
{ -0.2f, 0.2f, -0.2f }, { -0.2f, -0.2f, -0.2f },
{ -0.2f, -0.2f, -0.2f }, { 0.2f, -0.2f, -0.2f },
{ 0.2f, -0.2f, -0.2f }, { 0.2f, 0.2f, -0.2f },
{ 0.2f, 0.2f, 0.2f }, { 0.2f, 0.2f, -0.2f },
{ -0.2f, 0.2f, 0.2f }, { -0.2f, 0.2f, -0.2f },
{ -0.2f, -0.2f, 0.2f }, { -0.2f, -0.2f, -0.2f },
{ 0.2f, -0.2f, 0.2f }, { 0.2f, -0.2f, -0.2f }
};
glVertexPointer(3, GL_FLOAT, 0, box);
glDrawArrays(GL_LINES, 0, 24);
}
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void lcLight::RenderSphere()
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{
const int Slices = 6;
const int NumIndices = 3 * Slices + 6 * Slices * (Slices - 2) + 3 * Slices;
const int NumVertices = (Slices - 1) * Slices + 2;
const float Radius = 0.2f;
lcVector3 Vertices[NumVertices];
lcuint16 Indices[NumIndices];
lcVector3* Vertex = Vertices;
lcuint16* Index = Indices;
*Vertex++ = lcVector3(0, 0, Radius);
for (int i = 1; i < Slices; i++ )
{
float r0 = Radius * sinf(i * (LC_PI / Slices));
float z0 = Radius * cosf(i * (LC_PI / Slices));
for (int j = 0; j < Slices; j++)
{
float x0 = r0 * sinf(j * (LC_2PI / Slices));
float y0 = r0 * cosf(j * (LC_2PI / Slices));
*Vertex++ = lcVector3(x0, y0, z0);
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}
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}
*Vertex++ = lcVector3(0, 0, -Radius);
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for (int i = 0; i < Slices - 1; i++ )
{
*Index++ = 0;
*Index++ = 1 + i;
*Index++ = 1 + i + 1;
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}
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*Index++ = 0;
*Index++ = 1;
*Index++ = 1 + Slices - 1;
for (int i = 0; i < Slices - 2; i++ )
{
int Row1 = 1 + i * Slices;
int Row2 = 1 + (i + 1) * Slices;
for (int j = 0; j < Slices - 1; j++ )
{
*Index++ = Row1 + j;
*Index++ = Row2 + j + 1;
*Index++ = Row2 + j;
*Index++ = Row1 + j;
*Index++ = Row1 + j + 1;
*Index++ = Row2 + j + 1;
}
*Index++ = Row1 + Slices - 1;
*Index++ = Row2 + 0;
*Index++ = Row2 + Slices - 1;
*Index++ = Row1 + Slices - 1;
*Index++ = Row2 + 0;
*Index++ = Row1 + 0;
}
for (int i = 0; i < Slices - 1; i++ )
{
*Index++ = (Slices - 1) * Slices + 1;
*Index++ = (Slices - 1) * (Slices - 1) + i;
*Index++ = (Slices - 1) * (Slices - 1) + i + 1;
}
*Index++ = (Slices - 1) * Slices + 1;
*Index++ = (Slices - 1) * (Slices - 1) + (Slices - 2) + 1;
*Index++ = (Slices - 1) * (Slices - 1);
glVertexPointer(3, GL_FLOAT, 0, Vertices);
glDrawElements(GL_TRIANGLES, NumIndices, GL_UNSIGNED_SHORT, Indices);
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}
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bool lcLight::Setup(int LightIndex)
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{
GLenum LightName = (GLenum)(GL_LIGHT0 + LightIndex);
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if (mState & LC_LIGHT_DISABLED)
return false;
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glEnable(LightName);
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glLightfv(LightName, GL_AMBIENT, mAmbientColor);
glLightfv(LightName, GL_DIFFUSE, mDiffuseColor);
glLightfv(LightName, GL_SPECULAR, mSpecularColor);
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if (!IsDirectionalLight())
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{
glLightf(LightName, GL_CONSTANT_ATTENUATION, mConstantAttenuation);
glLightf(LightName, GL_LINEAR_ATTENUATION, mLinearAttenuation);
glLightf(LightName, GL_QUADRATIC_ATTENUATION, mQuadraticAttenuation);
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lcVector4 Position(mPosition, 1.0f);
glLightfv(LightName, GL_POSITION, Position);
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}
else
{
lcVector4 Position(mPosition, 0.0f);
glLightfv(LightName, GL_POSITION, Position);
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}
if (IsPointLight())
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{
glLightf(LightName, GL_SPOT_CUTOFF, 180.0f);
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}
else if (IsSpotLight())
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{
lcVector3 Dir(mTargetPosition - mPosition);
Dir.Normalize();
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glLightf(LightName, GL_SPOT_CUTOFF, mSpotCutoff);
glLightf(LightName, GL_SPOT_EXPONENT, mSpotExponent);
glLightfv(LightName, GL_SPOT_DIRECTION, Dir);
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}
return true;
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}