/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * Copyright (C) 2015-2021 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 light.h * @brief Declare and implement light sources. */ #ifndef LIGHT_H #define LIGHT_H #include "ray.h" #include "hitinfo.h" /** * A base light class to derive to implement other light classes. */ class LIGHT { public: LIGHT() { m_castShadow = true; } virtual ~LIGHT() {} /** * Get parameters from this light. * * @param aHitPoint: input hit position * @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; }; /** * Point light source based on http://ogldev.atspace.co.uk/www/tutorial20/tutorial20.html. */ class POINT_LIGHT : public LIGHT { public: POINT_LIGHT( 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 LIGHT void GetLightParameters( const SFVEC3F& aHitPoint, SFVEC3F& aOutVectorToLight, SFVEC3F& aOutLightColor, 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; }; /** * A light source based only on a directional vector. */ class DIRECTIONAL_LIGHT : public LIGHT { public: DIRECTIONAL_LIGHT( 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 } /** * Set directional light orientation. * * @param aDir is the vector defining the direction of the light source. */ void SetDirection( const SFVEC3F& aDir ) { m_inv_direction = -aDir; } // Imported functions from LIGHT void GetLightParameters( const SFVEC3F& /* aHitPoint */, SFVEC3F& aOutVectorToLight, SFVEC3F& aOutLightColor, float& aOutDistance ) const override { aOutVectorToLight = m_inv_direction; aOutDistance = std::numeric_limits::infinity(); aOutLightColor = m_color; } private: SFVEC3F m_inv_direction; ///< opposite direction of the light SFVEC3F m_color; ///< light color }; #endif // LIGHT_H