
Added Lighting Changes for Vertex Normal Calculation Added Method to Get a Polygons Vertices as a Vector array Added Methods to Add the Color to a Polygon and Vertex Object Added Normalization to the Polygon normal vector Added Vector Normal Calculation to the Model Class Added Light Calculation method to the Rasterizer Class Added Flag to Rasterizer to stop processing when the screen is minimised Added Flat and Gouraud Drawing Methods to the Resterizer Added Standard and INT triangle drawing Methods Added Function to mimic sgn function from Java Added Length to Vector3D class Added / operator to Vector3D class Added Get(x,y,z,w)Int methods to Vertex class Changed Color Variables on the Vertex/Polygon classes to use r, g and b values rather than COLORREF Changed Camera translation functions to use normal Translation Functions Cleaned up Code Removed Unused code from the Camera Class
88 lines
2.5 KiB
C++
88 lines
2.5 KiB
C++
#include "DirectionalLight.h"
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DirectionalLight::DirectionalLight(Vector3D lightDirection) : Light()
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{
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_lightDirection = lightDirection;
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_normalizedLightDirection = lightDirection;
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_normalizedLightDirection.Normalize();
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}
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DirectionalLight::DirectionalLight(Vector3D lightDirection, int red, int green, int blue) : Light(red, green, blue)
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{
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_lightDirection = lightDirection;
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_normalizedLightDirection = lightDirection;
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_normalizedLightDirection.Normalize();
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}
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DirectionalLight::DirectionalLight(const DirectionalLight& other) : Light(other)
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{
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Copy(other);
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}
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void DirectionalLight::SetLightDirection(float x, float y, float z)
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{
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SetLightDirection(Vector3D(x, y, z));
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}
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void DirectionalLight::SetLightDirection(Vector3D direction)
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{
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_lightDirection = direction;
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}
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Vector3D DirectionalLight::GetLightDirection() const
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{
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return _lightDirection;
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}
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COLORREF DirectionalLight::CalculateLightShared(const Model& currentModel, const Vector3D& currentNormal, COLORREF colorIn)
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{
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float workingRed = (float)GetRedLightIntensity();
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float workingGreen = (float)GetGreenLightIntensity();
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float workingBlue = (float)GetBlueLightIntensity();
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workingRed *= currentModel.GetRedReflectionCoefficient();
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workingGreen *= currentModel.GetGreenReflectionCoefficient();
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workingBlue *= currentModel.GetBlueReflectionCoefficient();
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float lightDotProd = Vector3D::DotProduct(_normalizedLightDirection, currentNormal);
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workingRed *= lightDotProd;
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workingGreen *= lightDotProd;
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workingBlue *= lightDotProd;
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workingRed += (float)GetRValue(colorIn);
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workingGreen += (float)GetGValue(colorIn);
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workingBlue += (float)GetBValue(colorIn);
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int finalRed = BoundsCheck(0, 255, (int)workingRed);
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int finalGreen = BoundsCheck(0, 255, (int)workingGreen);
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int finalBlue = BoundsCheck(0, 255, (int)workingBlue);
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COLORREF outputColor = RGB(finalRed, finalGreen, finalBlue);
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return outputColor;
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}
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COLORREF DirectionalLight::CalculateLight(const Model& currentModel, const Polygon3D& currentPolygon, COLORREF colorIn)
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{
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return CalculateLightShared(currentModel, currentPolygon.GetNormal(), colorIn);
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}
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COLORREF DirectionalLight::CalculateLight(const Model& currentModel, const Vertex& currentVertex, COLORREF colorIn)
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{
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return CalculateLightShared(currentModel, currentVertex.GetNormal(), colorIn);
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}
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DirectionalLight& DirectionalLight::operator= (const DirectionalLight& rhs)
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{
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if (this != &rhs)
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{
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Copy(rhs);
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}
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return *this;
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}
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void DirectionalLight::Copy(const DirectionalLight& other)
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{
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_lightDirection = other.GetLightDirection();
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Light::Copy(other);
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} |