leocad/common/light.cpp

580 lines
17 KiB
C++

#include "lc_global.h"
#include "lc_math.h"
#include "lc_colors.h"
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "light.h"
#include "lc_application.h"
#include "lc_context.h"
#define LC_LIGHT_POSITION_EDGE 7.5f
#define LC_LIGHT_TARGET_EDGE 5.0f
#define LC_LIGHT_SPHERE_RADIUS 5.0f
// New omni light.
lcLight::lcLight(float px, float py, float pz)
: lcObject(lcObjectType::Light)
{
Initialize(lcVector3(px, py, pz), lcVector3(0.0f, 0.0f, 0.0f));
UpdatePosition(1);
}
// New directional or spot light.
lcLight::lcLight(float px, float py, float pz, float tx, float ty, float tz)
: lcObject(lcObjectType::Light)
{
Initialize(lcVector3(px, py, pz), lcVector3(tx, ty, tz));
mState |= LC_LIGHT_SPOT;
UpdatePosition(1);
}
void lcLight::Initialize(const lcVector3& Position, const lcVector3& TargetPosition)
{
mState = 0;
mPositionKeys.ChangeKey(Position, 1, true);
mTargetPositionKeys.ChangeKey(TargetPosition, 1, true);
mAmbientColorKeys.ChangeKey(lcVector4(0.0f, 0.0f, 0.0f, 1.0f), 1, true);
mDiffuseColorKeys.ChangeKey(lcVector4(0.8f, 0.8f, 0.8f, 1.0f), 1, true);
mSpecularColorKeys.ChangeKey(lcVector4(1.0f, 1.0f, 1.0f, 1.0f), 1, true);
mAttenuationKeys.ChangeKey(lcVector3(1.0f, 0.0f, 0.0f), 1, true);
mSpotCutoffKeys.ChangeKey(30.0f, 1, true);
mSpotExponentKeys.ChangeKey(0.0f, 1, true);
}
lcLight::~lcLight()
{
}
void lcLight::SaveLDraw(QTextStream& Stream) const
{
Q_UNUSED(Stream);
}
void lcLight::CreateName(const lcArray<lcLight*>& Lights)
{
if (!mName.isEmpty())
{
bool Found = false;
for (const lcLight* Light : Lights)
{
if (Light->GetName() == mName)
{
Found = true;
break;
}
}
if (!Found)
return;
}
int MaxLightNumber = 0;
const QLatin1String Prefix("Light ");
for (const lcLight* Light : Lights)
{
QString LightName = Light->GetName();
if (LightName.startsWith(Prefix))
{
bool Ok = false;
int LightNumber = LightName.mid(Prefix.size()).toInt(&Ok);
if (Ok && LightNumber > MaxLightNumber)
MaxLightNumber = LightNumber;
}
}
mName = Prefix + QString::number(MaxLightNumber + 1);
}
void lcLight::CompareBoundingBox(lcVector3& Min, lcVector3& Max)
{
const lcVector3 Points[2] =
{
mPosition, mTargetPosition
};
for (int i = 0; i < (IsPointLight() ? 1 : 2); i++)
{
const lcVector3& Point = Points[i];
// TODO: this should check the entire mesh
Min = lcMin(Point, Min);
Max = lcMax(Point, Max);
}
}
void lcLight::RayTest(lcObjectRayTest& ObjectRayTest) const
{
if (IsPointLight())
{
float Distance;
if (lcSphereRayMinIntersectDistance(mPosition, LC_LIGHT_SPHERE_RADIUS, ObjectRayTest.Start, ObjectRayTest.End, &Distance))
{
ObjectRayTest.ObjectSection.Object = const_cast<lcLight*>(this);
ObjectRayTest.ObjectSection.Section = LC_LIGHT_SECTION_POSITION;
ObjectRayTest.Distance = Distance;
}
return;
}
lcVector3 Min = lcVector3(-LC_LIGHT_POSITION_EDGE, -LC_LIGHT_POSITION_EDGE, -LC_LIGHT_POSITION_EDGE);
lcVector3 Max = lcVector3(LC_LIGHT_POSITION_EDGE, LC_LIGHT_POSITION_EDGE, LC_LIGHT_POSITION_EDGE);
lcVector3 Start = lcMul31(ObjectRayTest.Start, mWorldLight);
lcVector3 End = lcMul31(ObjectRayTest.End, mWorldLight);
float Distance;
lcVector3 Plane;
if (lcBoundingBoxRayIntersectDistance(Min, Max, Start, End, &Distance, nullptr, &Plane) && (Distance < ObjectRayTest.Distance))
{
ObjectRayTest.ObjectSection.Object = const_cast<lcLight*>(this);
ObjectRayTest.ObjectSection.Section = LC_LIGHT_SECTION_POSITION;
ObjectRayTest.Distance = Distance;
ObjectRayTest.PieceInfoRayTest.Plane = Plane;
}
Min = lcVector3(-LC_LIGHT_TARGET_EDGE, -LC_LIGHT_TARGET_EDGE, -LC_LIGHT_TARGET_EDGE);
Max = lcVector3(LC_LIGHT_TARGET_EDGE, LC_LIGHT_TARGET_EDGE, LC_LIGHT_TARGET_EDGE);
lcMatrix44 WorldTarget = mWorldLight;
WorldTarget.SetTranslation(lcMul30(-mTargetPosition, WorldTarget));
Start = lcMul31(ObjectRayTest.Start, WorldTarget);
End = lcMul31(ObjectRayTest.End, WorldTarget);
if (lcBoundingBoxRayIntersectDistance(Min, Max, Start, End, &Distance, nullptr, &Plane) && (Distance < ObjectRayTest.Distance))
{
ObjectRayTest.ObjectSection.Object = const_cast<lcLight*>(this);
ObjectRayTest.ObjectSection.Section = LC_LIGHT_SECTION_TARGET;
ObjectRayTest.Distance = Distance;
ObjectRayTest.PieceInfoRayTest.Plane = Plane;
}
}
void lcLight::BoxTest(lcObjectBoxTest& ObjectBoxTest) const
{
if (IsPointLight())
{
for (int PlaneIdx = 0; PlaneIdx < 6; PlaneIdx++)
if (lcDot3(mPosition, ObjectBoxTest.Planes[PlaneIdx]) + ObjectBoxTest.Planes[PlaneIdx][3] > LC_LIGHT_SPHERE_RADIUS)
return;
ObjectBoxTest.Objects.Add(const_cast<lcLight*>(this));
return;
}
lcVector3 Min(-LC_LIGHT_POSITION_EDGE, -LC_LIGHT_POSITION_EDGE, -LC_LIGHT_POSITION_EDGE);
lcVector3 Max(LC_LIGHT_POSITION_EDGE, LC_LIGHT_POSITION_EDGE, LC_LIGHT_POSITION_EDGE);
lcVector4 LocalPlanes[6];
for (int PlaneIdx = 0; PlaneIdx < 6; PlaneIdx++)
{
const lcVector3 Normal = lcMul30(ObjectBoxTest.Planes[PlaneIdx], mWorldLight);
LocalPlanes[PlaneIdx] = lcVector4(Normal, ObjectBoxTest.Planes[PlaneIdx][3] - lcDot3(mWorldLight[3], Normal));
}
if (lcBoundingBoxIntersectsVolume(Min, Max, LocalPlanes))
{
ObjectBoxTest.Objects.Add(const_cast<lcLight*>(this));
return;
}
Min = lcVector3(-LC_LIGHT_TARGET_EDGE, -LC_LIGHT_TARGET_EDGE, -LC_LIGHT_TARGET_EDGE);
Max = lcVector3(LC_LIGHT_TARGET_EDGE, LC_LIGHT_TARGET_EDGE, LC_LIGHT_TARGET_EDGE);
lcMatrix44 WorldTarget = mWorldLight;
WorldTarget.SetTranslation(lcMul30(-mTargetPosition, WorldTarget));
for (int PlaneIdx = 0; PlaneIdx < 6; PlaneIdx++)
{
const lcVector3 Normal = lcMul30(ObjectBoxTest.Planes[PlaneIdx], WorldTarget);
LocalPlanes[PlaneIdx] = lcVector4(Normal, ObjectBoxTest.Planes[PlaneIdx][3] - lcDot3(WorldTarget[3], Normal));
}
if (lcBoundingBoxIntersectsVolume(Min, Max, LocalPlanes))
{
ObjectBoxTest.Objects.Add(const_cast<lcLight*>(this));
return;
}
}
void lcLight::MoveSelected(lcStep Step, bool AddKey, const lcVector3& Distance)
{
if (IsSelected(LC_LIGHT_SECTION_POSITION))
{
mPosition += Distance;
mPositionKeys.ChangeKey(mPosition, Step, AddKey);
}
if (IsSelected(LC_LIGHT_SECTION_TARGET))
{
mTargetPosition += Distance;
mTargetPositionKeys.ChangeKey(mTargetPosition, Step, AddKey);
}
}
void lcLight::InsertTime(lcStep Start, lcStep Time)
{
mPositionKeys.InsertTime(Start, Time);
mTargetPositionKeys.InsertTime(Start, Time);
mAmbientColorKeys.InsertTime(Start, Time);
mDiffuseColorKeys.InsertTime(Start, Time);
mSpecularColorKeys.InsertTime(Start, Time);
mAttenuationKeys.InsertTime(Start, Time);
mSpotCutoffKeys.InsertTime(Start, Time);
mSpotExponentKeys.InsertTime(Start, Time);
}
void lcLight::RemoveTime(lcStep Start, lcStep Time)
{
mPositionKeys.RemoveTime(Start, Time);
mTargetPositionKeys.RemoveTime(Start, Time);
mAmbientColorKeys.RemoveTime(Start, Time);
mDiffuseColorKeys.RemoveTime(Start, Time);
mSpecularColorKeys.RemoveTime(Start, Time);
mAttenuationKeys.RemoveTime(Start, Time);
mSpotCutoffKeys.RemoveTime(Start, Time);
mSpotExponentKeys.RemoveTime(Start, Time);
}
void lcLight::UpdatePosition(lcStep Step)
{
mPosition = mPositionKeys.CalculateKey(Step);
mTargetPosition = mTargetPositionKeys.CalculateKey(Step);
mAmbientColor = mAmbientColorKeys.CalculateKey(Step);
mDiffuseColor = mDiffuseColorKeys.CalculateKey(Step);
mSpecularColor = mSpecularColorKeys.CalculateKey(Step);
mAttenuation = mAttenuationKeys.CalculateKey(Step);
mSpotCutoff = mSpotCutoffKeys.CalculateKey(Step);
mSpotExponent = mSpotExponentKeys.CalculateKey(Step);
if (IsPointLight())
{
mWorldLight = lcMatrix44Identity();
mWorldLight.SetTranslation(-mPosition);
}
else
{
lcVector3 FrontVector(mTargetPosition - mPosition);
lcVector3 UpVector(1, 1, 1);
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]);
}
mWorldLight = lcMatrix44LookAt(mPosition, mTargetPosition, UpVector);
}
}
void lcLight::DrawInterface(lcContext* Context, const lcScene& Scene) const
{
Q_UNUSED(Scene);
Context->SetMaterial(lcMaterialType::UnlitColor);
if (IsPointLight())
DrawPointLight(Context);
else
DrawSpotLight(Context);
}
void lcLight::DrawSpotLight(lcContext* Context) const
{
lcVector3 FrontVector(mTargetPosition - mPosition);
lcVector3 UpVector(1, 1, 1);
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]);
}
lcMatrix44 LightMatrix = lcMatrix44LookAt(mPosition, mTargetPosition, UpVector);
LightMatrix = lcMatrix44AffineInverse(LightMatrix);
LightMatrix.SetTranslation(lcVector3(0, 0, 0));
const lcMatrix44 LightViewMatrix = lcMul(LightMatrix, lcMatrix44Translation(mPosition));
Context->SetWorldMatrix(LightViewMatrix);
float Verts[(20 + 8 + 2 + 16) * 3];
float* CurVert = Verts;
for (int EdgeIdx = 0; EdgeIdx < 8; EdgeIdx++)
{
float c = cosf((float)EdgeIdx / 4 * LC_PI) * LC_LIGHT_POSITION_EDGE;
float s = sinf((float)EdgeIdx / 4 * LC_PI) * LC_LIGHT_POSITION_EDGE;
*CurVert++ = c;
*CurVert++ = s;
*CurVert++ = LC_LIGHT_POSITION_EDGE;
*CurVert++ = c;
*CurVert++ = s;
*CurVert++ = -LC_LIGHT_POSITION_EDGE;
}
*CurVert++ = -12.5f; *CurVert++ = -12.5f; *CurVert++ = -LC_LIGHT_POSITION_EDGE;
*CurVert++ = 12.5f; *CurVert++ = -12.5f; *CurVert++ = -LC_LIGHT_POSITION_EDGE;
*CurVert++ = 12.5f; *CurVert++ = 12.5f; *CurVert++ = -LC_LIGHT_POSITION_EDGE;
*CurVert++ = -12.5f; *CurVert++ = 12.5f; *CurVert++ = -LC_LIGHT_POSITION_EDGE;
float Length = FrontVector.Length();
*CurVert++ = LC_LIGHT_TARGET_EDGE; *CurVert++ = LC_LIGHT_TARGET_EDGE; *CurVert++ = LC_LIGHT_TARGET_EDGE - Length;
*CurVert++ = -LC_LIGHT_TARGET_EDGE; *CurVert++ = LC_LIGHT_TARGET_EDGE; *CurVert++ = LC_LIGHT_TARGET_EDGE - Length;
*CurVert++ = -LC_LIGHT_TARGET_EDGE; *CurVert++ = -LC_LIGHT_TARGET_EDGE; *CurVert++ = LC_LIGHT_TARGET_EDGE - Length;
*CurVert++ = LC_LIGHT_TARGET_EDGE; *CurVert++ = -LC_LIGHT_TARGET_EDGE; *CurVert++ = LC_LIGHT_TARGET_EDGE - Length;
*CurVert++ = LC_LIGHT_TARGET_EDGE; *CurVert++ = LC_LIGHT_TARGET_EDGE; *CurVert++ = -LC_LIGHT_TARGET_EDGE - Length;
*CurVert++ = -LC_LIGHT_TARGET_EDGE; *CurVert++ = LC_LIGHT_TARGET_EDGE; *CurVert++ = -LC_LIGHT_TARGET_EDGE - Length;
*CurVert++ = -LC_LIGHT_TARGET_EDGE; *CurVert++ = -LC_LIGHT_TARGET_EDGE; *CurVert++ = -LC_LIGHT_TARGET_EDGE - Length;
*CurVert++ = LC_LIGHT_TARGET_EDGE; *CurVert++ = -LC_LIGHT_TARGET_EDGE; *CurVert++ = -LC_LIGHT_TARGET_EDGE - Length;
*CurVert++ = 0.0f; *CurVert++ = 0.0f; *CurVert++ = 0.0f;
*CurVert++ = 0.0f; *CurVert++ = 0.0f; *CurVert++ = -Length;
const GLushort Indices[56 + 24 + 2 + 40] =
{
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
0, 2, 2, 4, 4, 6, 6, 8, 8, 10, 10, 12, 12, 14, 14, 0,
1, 3, 3, 5, 5, 7, 7, 9, 9, 11, 11, 13, 13, 15, 15, 1,
16, 17, 17, 18, 18, 19, 19, 16,
20, 21, 21, 22, 22, 23, 23, 20,
24, 25, 25, 26, 26, 27, 27, 24,
20, 24, 21, 25, 22, 26, 23, 27,
28, 29,
30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38,
38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 30,
28, 30, 28, 34, 28, 38, 28, 42
};
Context->SetVertexBufferPointer(Verts);
Context->SetVertexFormatPosition(3);
Context->SetIndexBufferPointer(Indices);
const lcPreferences& Preferences = lcGetPreferences();
const float LineWidth = Preferences.mLineWidth;
const lcVector4 SelectedColor = lcVector4FromColor(Preferences.mObjectSelectedColor);
const lcVector4 FocusedColor = lcVector4FromColor(Preferences.mObjectFocusedColor);
const lcVector4 LightColor = lcVector4FromColor(Preferences.mLightColor);
if (!IsSelected())
{
Context->SetLineWidth(LineWidth);
Context->SetColor(LightColor);
Context->DrawIndexedPrimitives(GL_LINES, 56 + 24 + 2, GL_UNSIGNED_SHORT, 0);
}
else
{
if (IsSelected(LC_LIGHT_SECTION_POSITION))
{
Context->SetLineWidth(2.0f * LineWidth);
if (IsFocused(LC_LIGHT_SECTION_POSITION))
Context->SetColor(FocusedColor);
else
Context->SetColor(SelectedColor);
}
else
{
Context->SetLineWidth(LineWidth);
Context->SetColor(LightColor);
}
Context->DrawIndexedPrimitives(GL_LINES, 56, GL_UNSIGNED_SHORT, 0);
if (IsSelected(LC_LIGHT_SECTION_TARGET))
{
Context->SetLineWidth(2.0f * LineWidth);
if (IsFocused(LC_LIGHT_SECTION_TARGET))
Context->SetColor(FocusedColor);
else
Context->SetColor(SelectedColor);
}
else
{
Context->SetLineWidth(LineWidth);
Context->SetColor(LightColor);
}
Context->DrawIndexedPrimitives(GL_LINES, 24, GL_UNSIGNED_SHORT, 56 * 2);
Context->SetLineWidth(LineWidth);
Context->SetColor(LightColor);
float Radius = tanf(LC_DTOR * mSpotCutoff) * Length;
for (int EdgeIdx = 0; EdgeIdx < 16; EdgeIdx++)
{
*CurVert++ = cosf((float)EdgeIdx / 16 * LC_2PI) * Radius;
*CurVert++ = sinf((float)EdgeIdx / 16 * LC_2PI) * Radius;
*CurVert++ = -Length;
}
Context->DrawIndexedPrimitives(GL_LINES, 2 + 40, GL_UNSIGNED_SHORT, (56 + 24) * 2);
}
}
void lcLight::DrawPointLight(lcContext* Context) const
{
constexpr int Slices = 6;
constexpr int NumIndices = 3 * Slices + 6 * Slices * (Slices - 2) + 3 * Slices;
constexpr int NumVertices = (Slices - 1) * Slices + 2;
constexpr float Radius = LC_LIGHT_SPHERE_RADIUS;
lcVector3 Vertices[NumVertices];
quint16 Indices[NumIndices];
lcVector3* Vertex = Vertices;
quint16* Index = Indices;
*Vertex++ = lcVector3(0, 0, Radius);
for (int i = 1; i < Slices; i++ )
{
const float r0 = Radius * sinf(i * (LC_PI / Slices));
const float z0 = Radius * cosf(i * (LC_PI / Slices));
for (int j = 0; j < Slices; j++)
{
const float x0 = r0 * sinf(j * (LC_2PI / Slices));
const float y0 = r0 * cosf(j * (LC_2PI / Slices));
*Vertex++ = lcVector3(x0, y0, z0);
}
}
*Vertex++ = lcVector3(0, 0, -Radius);
for (quint16 i = 0; i < Slices - 1; i++ )
{
*Index++ = 0;
*Index++ = 1 + i;
*Index++ = 1 + i + 1;
}
*Index++ = 0;
*Index++ = 1;
*Index++ = 1 + Slices - 1;
for (quint16 i = 0; i < Slices - 2; i++ )
{
quint16 Row1 = 1 + i * Slices;
quint16 Row2 = 1 + (i + 1) * Slices;
for (quint16 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 (quint16 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);
Context->SetWorldMatrix(lcMatrix44Translation(mPosition));
const lcPreferences& Preferences = lcGetPreferences();
if (IsFocused(LC_LIGHT_SECTION_POSITION))
{
const lcVector4 FocusedColor = lcVector4FromColor(Preferences.mObjectFocusedColor);
Context->SetColor(FocusedColor);
}
else if (IsSelected(LC_LIGHT_SECTION_POSITION))
{
const lcVector4 SelectedColor = lcVector4FromColor(Preferences.mObjectSelectedColor);
Context->SetColor(SelectedColor);
}
else
{
const lcVector4 LightColor = lcVector4FromColor(Preferences.mLightColor);
Context->SetColor(LightColor);
}
Context->SetVertexBufferPointer(Vertices);
Context->SetVertexFormatPosition(3);
Context->SetIndexBufferPointer(Indices);
Context->DrawIndexedPrimitives(GL_TRIANGLES, NumIndices, GL_UNSIGNED_SHORT, 0);
}
void lcLight::RemoveKeyFrames()
{
mPositionKeys.RemoveAll();
mPositionKeys.ChangeKey(mPosition, 1, true);
mTargetPositionKeys.RemoveAll();
mTargetPositionKeys.ChangeKey(mTargetPosition, 1, true);
mAmbientColorKeys.RemoveAll();
mAmbientColorKeys.ChangeKey(mAmbientColor, 1, true);
mDiffuseColorKeys.RemoveAll();
mDiffuseColorKeys.ChangeKey(mDiffuseColor, 1, true);
mSpecularColorKeys.RemoveAll();
mSpecularColorKeys.ChangeKey(mSpecularColor, 1, true);
mAttenuationKeys.RemoveAll();
mAttenuationKeys.ChangeKey(mAttenuation, 1, true);
mSpotCutoffKeys.RemoveAll();
mSpotCutoffKeys.ChangeKey(mSpotCutoff, 1, true);
mSpotExponentKeys.RemoveAll();
mSpotExponentKeys.ChangeKey(mSpotExponent, 1, true);
}
bool lcLight::Setup(int LightIndex)
{
Q_UNUSED(LightIndex);
return true;
}