
Added Light Base Class Added AmbientLight, DirectionalLight and PointLight Classes Added Constructor to the Camera Class Added Light CoEff's to the Model Class Added Color Variables to Polygon3D Class Added Light Vector to hold the lights in the Rasteriser Added Camera Vector to hold multiple Cameras and Methods to set which is the current Added Lighting to the Rasterizer Added DrawSolidFlat method to the Rastorizer Added Bounds Check to the SharedTools for Int and Float values Added Color Enum Class Added Normalize Method to the Vector3D Class Renamed the TransformTools to SharedTools since adding more non transform methods to it
137 lines
3.1 KiB
C++
137 lines
3.1 KiB
C++
#include "PointLight.h"
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PointLight::PointLight(Vertex lightPosition) : Light()
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{
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_lightPosition = lightPosition;
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SetAttenuation(0, 0, 0);
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}
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PointLight::PointLight(Vertex lightPosition, float a, float b, float c) : Light(255, 255, 255)
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{
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_lightPosition = lightPosition;
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SetAttenuation(a, b, c);
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}
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PointLight::PointLight(Vertex lightPosition, float a, float b, float c, int red, int green, int blue) : Light(red, green, blue)
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{
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_lightPosition = lightPosition;
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SetAttenuation(a, b, c);
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}
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PointLight::PointLight(const PointLight& other) : Light(other)
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{
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Copy(other);
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}
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void PointLight::SetAttenuation(float a, float b, float c)
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{
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_attenuationA = a;
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_attenuationB = b;
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_attenuationC = c;
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}
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void PointLight::SetAttenuationA(float value)
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{
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_attenuationA = value;
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}
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void PointLight::SetAttenuationB(float value)
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{
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_attenuationB = value;
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}
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void PointLight::SetAttenuationC(float value)
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{
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_attenuationC = value;
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}
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float PointLight::GetAttenuationA()
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{
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return _attenuationA;
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}
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float PointLight::GetAttenuationB()
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{
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return _attenuationB;
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}
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float PointLight::GetAttenuationC()
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{
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return _attenuationC;
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}
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void PointLight::SetLightPosition(float x, float y, float z)
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{
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SetLightPosition(Vertex(x, y, z));
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}
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void PointLight::SetLightPosition(Vertex Position)
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{
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_lightPosition = Position;
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}
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Vertex PointLight::GetLightPosition() const
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{
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return _lightPosition;
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}
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COLORREF PointLight::CalculateLight(const Model& currentModel, const Polygon3D& currentPolygon, 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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float fudge = 50;
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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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Vector3D lightSource = currentModel.GetVertex(currentPolygon.GetIndex(0)) - _lightPosition;
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Vector3D lightSourceNormalized = lightSource;
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lightSourceNormalized.Normalize();
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float distance = Vector3D::DotProduct(lightSource, currentPolygon.GetNormal());
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float lightDotProd = Vector3D::DotProduct(lightSourceNormalized, currentPolygon.GetNormal());
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float attenuation = 1 / (GetAttenuationA() + GetAttenuationB() * distance + GetAttenuationC() * (distance * distance));
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workingRed *= lightDotProd;
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workingGreen *= lightDotProd;
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workingBlue *= lightDotProd;
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workingRed *= attenuation;
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workingGreen *= attenuation;
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workingBlue *= attenuation;
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workingRed *= fudge;
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workingGreen *= fudge;
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workingBlue *= fudge;
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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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PointLight& PointLight::operator= (const PointLight& 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 PointLight::Copy(const PointLight& other)
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{
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_lightPosition = other.GetLightPosition();
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Light::Copy(other);
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}
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