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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
149 lines
4.5 KiB
C++
149 lines
4.5 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2015-2021 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file light.h
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* @brief Declare and implement light sources.
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*/
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#ifndef LIGHT_H
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#define LIGHT_H
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#include "ray.h"
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#include "hitinfo.h"
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/**
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* A base light class to derive to implement other light classes.
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*/
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class LIGHT
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{
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public:
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LIGHT() { m_castShadow = true; }
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virtual ~LIGHT() {}
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/**
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* Get parameters from this light.
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*
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* @param aHitPoint: input hit position
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* @param aOutVectorToLight a vector that points from the hit
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* position in direction to the light
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* @param aOutLightColor the color of this light
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* @param aOutDistance the distance from the point to the light
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*/
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virtual void GetLightParameters( const SFVEC3F& aHitPoint, SFVEC3F& aOutVectorToLight,
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SFVEC3F& aOutLightColor, float& aOutDistance ) const = 0;
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void SetCastShadows( bool aCastShadow ) { m_castShadow = aCastShadow; }
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bool GetCastShadows() const { return m_castShadow; }
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protected:
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bool m_castShadow;
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};
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/**
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* Point light source based on http://ogldev.atspace.co.uk/www/tutorial20/tutorial20.html.
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*/
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class POINT_LIGHT : public LIGHT
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{
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public:
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POINT_LIGHT( const SFVEC3F& aPos, const SFVEC3F& aColor )
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{
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m_position = aPos;
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m_color = aColor;
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m_att_constant = 0.9f;
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m_att_linear = 0.0005f;
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m_att_exp = 0.001f;
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m_castShadow = true;
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}
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// Imported functions from LIGHT
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void GetLightParameters( const SFVEC3F& aHitPoint, SFVEC3F& aOutVectorToLight,
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SFVEC3F& aOutLightColor, float& aOutDistance ) const override
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{
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const SFVEC3F vectorLight = m_position - aHitPoint;
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aOutDistance = glm::length( vectorLight );
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aOutVectorToLight = vectorLight / aOutDistance; // normalize
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const float att = 1.0f / ( m_att_constant +
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m_att_linear * aOutDistance +
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m_att_exp * aOutDistance * aOutDistance );
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if( att <= 0.0f )
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aOutLightColor = SFVEC3F( 0.0f, 0.0f, 0.0f );
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else
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aOutLightColor = m_color * att;
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}
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private:
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SFVEC3F m_position;
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SFVEC3F m_color;
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float m_att_constant;
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float m_att_linear;
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float m_att_exp;
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};
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/**
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* A light source based only on a directional vector.
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*/
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class DIRECTIONAL_LIGHT : public LIGHT
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{
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public:
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DIRECTIONAL_LIGHT( const SFVEC3F& aDir, const SFVEC3F& aColor )
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{
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// Invert light direction and make sure it is normalized
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m_inv_direction = glm::normalize( -aDir );
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m_color = aColor;
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m_castShadow = true; // Set as default to cast shadows
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}
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/**
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* Set directional light orientation.
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*
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* @param aDir is the vector defining the direction of the light source.
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*/
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void SetDirection( const SFVEC3F& aDir ) { m_inv_direction = -aDir; }
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// Imported functions from LIGHT
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void GetLightParameters( const SFVEC3F& /* aHitPoint */, SFVEC3F& aOutVectorToLight,
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SFVEC3F& aOutLightColor, float& aOutDistance ) const override
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{
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aOutVectorToLight = m_inv_direction;
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aOutDistance = std::numeric_limits<float>::infinity();
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aOutLightColor = m_color;
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}
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private:
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SFVEC3F m_inv_direction; ///< opposite direction of the light
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SFVEC3F m_color; ///< light color
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};
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#endif // LIGHT_H
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