kicad/3d-viewer/3d_rendering/3d_render_raytracing/clight.h

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file clight.h
* @brief declare and implement light types classes
*/
#ifndef _CLIGHT_H_
#define _CLIGHT_H_
#include "ray.h"
#include "hitinfo.h"
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/**
* A base light class to derive to implement other light classes.
*/
class CLIGHT
{
public:
CLIGHT() { m_castShadow = true; }
virtual ~CLIGHT() {}
/**
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* Get parameters from this light.
*
* @param aHitPoint: input hit position
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* @param aOutVectorToLight a vector that points from the hit
* position in direction to the light
* @param aOutLightColor the color of this light
* @param aOutDistance the distance from the point to the light
*/
virtual void GetLightParameters( const SFVEC3F &aHitPoint,
SFVEC3F &aOutVectorToLight,
SFVEC3F &aOutLightColor,
float &aOutDistance ) const = 0;
void SetCastShadows( bool aCastShadow ) { m_castShadow = aCastShadow; }
bool GetCastShadows() const { return m_castShadow; }
protected:
bool m_castShadow;
};
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/**
* Point light based on http://ogldev.atspace.co.uk/www/tutorial20/tutorial20.html.
*/
class CPOINTLIGHT : public CLIGHT
{
public:
CPOINTLIGHT( const SFVEC3F &aPos, const SFVEC3F &aColor )
{
m_position = aPos;
m_color = aColor;
m_att_constant = 0.9f;
m_att_linear = 0.0005f;
m_att_exp = 0.001f;
m_castShadow = true;
}
// Imported functions from CLIGHT
void GetLightParameters( const SFVEC3F &aHitPoint,
SFVEC3F &aOutVectorToLight,
SFVEC3F &aOutLightColor,
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float &aOutDistance ) const override
{
const SFVEC3F vectorLight = m_position - aHitPoint;
aOutDistance = glm::length( vectorLight );
aOutVectorToLight = vectorLight / aOutDistance; // normalize
const float att = 1.0f / ( m_att_constant +
m_att_linear * aOutDistance +
m_att_exp * aOutDistance * aOutDistance );
if( att <= 0.0f )
aOutLightColor = SFVEC3F( 0.0f, 0.0f, 0.0f );
else
aOutLightColor = m_color * att;
}
private:
SFVEC3F m_position;
SFVEC3F m_color;
float m_att_constant;
float m_att_linear;
float m_att_exp;
};
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/**
* A light based only on a direction vector.
*/
class CDIRECTIONALLIGHT : public CLIGHT
{
public:
CDIRECTIONALLIGHT( const SFVEC3F &aDir, const SFVEC3F &aColor )
{
// Invert light direction and make sure it is normalized
m_inv_direction = glm::normalize( -aDir );
m_color = aColor;
m_castShadow = true; // Set as default to cast shadows
}
/**
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* @brief SetDirection Set directional light orientation
* @param aDir: vector from the light
*/
void SetDirection( const SFVEC3F &aDir ) { m_inv_direction = -aDir; }
// Imported functions from CLIGHT
void GetLightParameters( const SFVEC3F &aHitPoint,
SFVEC3F &aOutVectorToLight,
SFVEC3F &aOutLightColor,
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float &aOutDistance ) const override
{
(void)aHitPoint; // unused
aOutVectorToLight = m_inv_direction;
aOutDistance = std::numeric_limits<float>::infinity();
aOutLightColor = m_color;
}
private:
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SFVEC3F m_inv_direction; ///< opposite direction of the light
SFVEC3F m_color; ///< light color
};
typedef std::list< CLIGHT * > LIST_LIGHT;
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/**
* A light container. It will add lights and remove it in the end.
*
* @todo Do we really need this object? Wouldn't it be cleaner to just use std::list directly?
*/
class CLIGHTCONTAINER
{
public:
CLIGHTCONTAINER() {}
~CLIGHTCONTAINER() { Clear(); }
/**
* @brief Clear - Remove all lights from the container
*/
void Clear()
{
if( !m_lights.empty() )
{
for( LIST_LIGHT::iterator ii = m_lights.begin();
ii != m_lights.end();
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++ii )
{
delete *ii;
*ii = NULL;
}
m_lights.clear();
}
}
/**
* @brief Add - Add a light to the container
* @param aLight
*/
void Add( CLIGHT *aLight )
{
if( aLight )
m_lights.push_back( aLight );
}
/**
* @brief GetList - get light list of this container
* @return a list of lights
*/
const LIST_LIGHT &GetList() const { return m_lights; }
private:
LIST_LIGHT m_lights; ///< list of lights
};
#endif // _CLIGHT_H_