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EmissiveLight.cpp
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EmissiveLight.cpp
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/*
Let There Be Light
Copyright (C) 2012 Eric Laukien
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "EmissiveLight.h"
#define _USE_MATH_DEFINES
#include <math.h>
using namespace ltbl;
EmissiveLight::EmissiveLight()
: m_angleDegs(0.0f), m_color(1.0f, 1.0f, 1.0f), m_intensity(1.0f)
{
}
void EmissiveLight::SetTexture(sf::Texture* texture)
{
m_texture = texture;
// Update aabb and the render dims
sf::Vector2u textureSize(m_texture->getSize());
m_halfRenderDims.x = static_cast<float>(textureSize.x) / 2.0f;
m_halfRenderDims.y = static_cast<float>(textureSize.y) / 2.0f;
m_aabb.SetHalfDims(m_halfRenderDims);
m_aabb.CalculateHalfDims();
m_aabb.CalculateCenter();
TreeUpdate();
}
void EmissiveLight::Render()
{
glPushMatrix();
const Vec2f ¢er = m_aabb.GetCenter();
m_texture->bind(nullptr);
glTranslatef(center.x, center.y, 0.0f);
glRotatef(m_angleDegs, 0.0f, 0.0f, 1.0f);
// Clamp the intensity
float renderIntensity = m_intensity;
if(renderIntensity > 1.0f)
renderIntensity = 1.0f;
glColor4f(m_color.r, m_color.g, m_color.b, renderIntensity);
// Have to render upside-down because SFML loads the Textures upside-down
glBegin(GL_QUADS);
glTexCoord2i(0, 0); glVertex2f(-m_halfRenderDims.x, -m_halfRenderDims.y);
glTexCoord2i(1, 0); glVertex2f(m_halfRenderDims.x, -m_halfRenderDims.y);
glTexCoord2i(1, 1); glVertex2f(m_halfRenderDims.x, m_halfRenderDims.y);
glTexCoord2i(0, 1); glVertex2f(-m_halfRenderDims.x, m_halfRenderDims.y);
glEnd();
// Reset color
glColor3f(1.0f, 1.0f, 1.0f);
glPopMatrix();
}
void EmissiveLight::SetCenter(const Vec2f &newCenter)
{
m_aabb.SetCenter(newCenter);
TreeUpdate();
}
void EmissiveLight::IncCenter(const Vec2f &increment)
{
m_aabb.IncCenter(increment);
TreeUpdate();
}
void EmissiveLight::SetDims(const Vec2f &newDims)
{
m_halfRenderDims = newDims / 2.0f;
// Set AABB
m_aabb.SetHalfDims(m_halfRenderDims);
// Re-rotate AABB if it is rotated
if(m_angleDegs != 0.0f)
SetRotation(m_angleDegs);
TreeUpdate();
}
void EmissiveLight::SetRotation(float angle)
{
// Update the render angle (convert to degrees)
m_angleDegs = angle;
// Get original AABB
m_aabb.SetHalfDims(m_halfRenderDims);
m_aabb.CalculateHalfDims();
m_aabb.CalculateCenter();
// If angle is the normal angle, exit
if(m_angleDegs == 0.0f)
return;
// Get angle in radians
float angleRads = m_angleDegs * (static_cast<float>(M_PI) / 180.0f);
// Rotate the aabb
m_aabb.SetRotatedAABB(angleRads);
TreeUpdate();
}
void EmissiveLight::IncRotation(float increment)
{
// Increment render angle
m_angleDegs += increment;
// Get angle increment in radians
float incrementRads = increment * (static_cast<float>(M_PI) / 180.0f);
// Rotate the aabb without setting to original aabb, so rotation is relative
m_aabb.SetRotatedAABB(incrementRads);
}
Vec2f EmissiveLight::GetDims()
{
return m_aabb.GetDims();
}
Vec2f EmissiveLight::GetCenter()
{
return m_aabb.GetCenter();
}
float EmissiveLight::GetAngle()
{
return m_angleDegs;
}