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1 #include "opengl.h"
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2 #include "light.h"
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3
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4 Light::Light(const Color &col)
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5 : color(col)
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6 {
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7 intensity = 1.0;
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8 vbo = 0;
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9 num_faces = 0;
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10 }
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11
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12 Light::~Light() {}
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13
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14 void Light::set_intensity(float val)
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15 {
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16 intensity = val;
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17 }
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18
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19 void Light::set_color(const Color &col)
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20 {
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21 color = col;
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22 }
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23
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24 Color Light::get_color(bool with_intensity) const
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25 {
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26 return with_intensity ? color * intensity : color;
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27 }
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28
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29 void Light::use(int id) const
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30 {
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31 glLightfv(GL_LIGHT0 + id, GL_DIFFUSE, &color.x);
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32 glLightfv(GL_LIGHT0 + id, GL_SPECULAR, &color.x);
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33 }
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34
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35 void Light::draw() const
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36 {
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37 if(!vbo) {
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38 if(!((Light*)this)->create_mesh()) {
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39 return;
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40 }
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41 }
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42
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43 glEnableClientState(GL_VERTEX_ARRAY);
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44 glBindBuffer(GL_ARRAY_BUFFER, vbo);
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45 glVertexPointer(3, GL_FLOAT, 0, 0);
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46
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47 glDrawArrays(GL_TRIANGLES, 0, num_faces * 3);
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48
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49 glDisableClientState(GL_VERTEX_ARRAY);
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50 }
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51
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52 bool Light::create_mesh()
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53 {
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54 fprintf(stderr, "%s: undefined\n", __FUNCTION__);
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55 return false;
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56 }
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57
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58
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59 PointLight::PointLight()
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60 {
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61 atten[0] = 1.0f;
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62 atten[1] = 0.0f;
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63 atten[2] = 0.0f;
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64 radius = 1.0;
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65 }
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66
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67 PointLight::PointLight(const Vector3 &pos, const Color &col)
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68 : Light(col)
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69 {
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70 this->pos = pos;
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71 atten[0] = 1.0f;
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72 atten[1] = 0.0f;
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73 atten[2] = 0.0f;
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74 radius = 1.0;
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75 }
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76
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77 void PointLight::set_position(const Vector3 &pos)
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78 {
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79 this->pos = pos;
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80 }
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81
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82 void PointLight::set_attenuation(float att_const, float att_lin, float att_quad)
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83 {
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84 atten[0] = att_const;
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85 atten[1] = att_lin;
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86 atten[2] = att_quad;
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87 }
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88
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89 void PointLight::set_radius(float rad)
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90 {
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91 radius = rad;
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92 }
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93
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94 float PointLight::get_radius() const
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95 {
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96 return radius;
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97 }
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98
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99 void PointLight::use(int id) const
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100 {
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101 float lpos[] = {pos.x, pos.y, pos.z, 1.0f};
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102 glLightfv(GL_LIGHT0 + id, GL_POSITION, lpos);
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103 glLightf(GL_LIGHT0 + id, GL_CONSTANT_ATTENUATION, atten[0]);
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104 glLightf(GL_LIGHT0 + id, GL_LINEAR_ATTENUATION, atten[1]);
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105 glLightf(GL_LIGHT0 + id, GL_QUADRATIC_ATTENUATION, atten[2]);
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106 }
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107
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108 void PointLight::draw() const
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109 {
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110 //glMatrixMode(GL_MODELVIEW);
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111 //glPushMatrix();
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112 //glScalef(radius, radius, radius);
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113
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114 Light::draw();
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115
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116 //glPopMatrix();
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117 }
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118
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119
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120
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121 Vector3 sphvertex(float u, float v)
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122 {
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123 float theta = u * M_PI * 2.0;
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124 float phi = v * M_PI;
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125
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126 Vector3 res;
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127 res.x = sin(theta) * cos(phi);
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128 res.y = sin(theta);
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129 res.z = cos(theta) * cos(phi);
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130 return res;
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131 }
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132
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133
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134 bool PointLight::create_mesh()
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135 {
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136 const static int udiv = 8;
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137 const static int vdiv = 4;
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138
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139 int nquads = udiv * vdiv;
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140 num_faces = nquads * 2;
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141 int nverts = num_faces * 3;
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142
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143 float du = 1.0 / (float)udiv;
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144 float dv = 1.0 / (float)vdiv;
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145
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146 glGenBuffers(1, &vbo);
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147 glBindBuffer(GL_ARRAY_BUFFER, vbo);
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148 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof(Vector3), 0, GL_STATIC_DRAW);
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149
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150 Vector3 *vptr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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151
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152 for(int i=0; i<vdiv; i++) {
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153 float v = (float)i / (float)vdiv;
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154 for(int j=0; j<udiv; j++) {
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155 float u = (float)j / (float)udiv;
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156
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157 *vptr++ = sphvertex(u, v);
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158 *vptr++ = sphvertex(u + du, v);
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159 *vptr++ = sphvertex(u, v + dv);
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160
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161 *vptr++ = sphvertex(u + du, v);
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162 *vptr++ = sphvertex(u + du, v + dv);
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163 *vptr++ = sphvertex(u, v + dv);
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164 }
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165 }
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166 glUnmapBuffer(GL_ARRAY_BUFFER);
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167 return true;
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168 }
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169
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170 void set_light(int id, const Light *lt)
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171 {
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172 if(lt) {
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173 glDisable(GL_LIGHT0 + id);
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174 } else {
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175 glEnable(GL_LIGHT0 + id);
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176 lt->use(id);
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177 }
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178 }
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