📄 wmlspotlight.cpp
字号:
// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#include "WmlMatrix3.h"
#include "WmlSpotLight.h"
using namespace Wml;
WmlImplementRTTI(SpotLight,PointLight);
WmlImplementStream(SpotLight);
//----------------------------------------------------------------------------
SpotLight::SpotLight ()
:
m_kDirection(-Vector3f::UNIT_Z)
{
SetAngle(Mathf::PI);
m_fExponent = 0.0f;
}
//----------------------------------------------------------------------------
void SpotLight::SetAngle (float fAngle)
{
m_fAngle = fAngle;
m_fCosSqr = Mathf::Cos(m_fAngle);
m_fCosSqr *= m_fCosSqr;
m_fSinSqr = Mathf::Sin(m_fAngle);
m_fSinSqr *= m_fSinSqr;
}
//----------------------------------------------------------------------------
void SpotLight::ComputeDiffuse (const Matrix3f& rkWorldRotate,
const Vector3f& rkWorldTranslate, float fWorldScale,
const Vector3f* akVertex, const Vector3f* akNormal, int iQuantity,
const bool* abVisible, ColorRGB* akDiffuse)
{
// transform light position to model space of old mesh
float fInvWScale = 1.0f/fWorldScale;
Vector3f kDiff = m_kLocation - rkWorldTranslate;
Vector3f kModelPos = (kDiff*rkWorldRotate)*fInvWScale;
Vector3f kModelDir = m_kDirection*rkWorldRotate;
// adjust diffuse color by light intensity
ColorRGB kAdjDiffuse = m_fIntensity*m_kDiffuse;
for (int i = 0; i < iQuantity; i++)
{
if ( abVisible[i] )
{
kDiff = kModelPos - akVertex[i];
float fDiffDotDir = kDiff.Dot(kModelDir);
if ( fDiffDotDir >= 0.0f )
continue;
float fLenSqr = kDiff.Dot(kDiff);
float fDiffDotDirSqr = fDiffDotDir*fDiffDotDir;
float fAngleAttenuate = fDiffDotDirSqr - fLenSqr*m_fCosSqr;
if ( fAngleAttenuate <= 0.0f )
continue;
float fDot = kDiff.Dot(akNormal[i]);
if ( fDot > 0.0f )
{
float fNumer = fDot*fAngleAttenuate;
float fDenom = fDiffDotDirSqr*m_fSinSqr*Mathf::Sqrt(fLenSqr);
akDiffuse[i] += (fNumer/fDenom)*kAdjDiffuse;
}
}
}
}
//----------------------------------------------------------------------------
void SpotLight::ComputeSpecular (const Matrix3f& rkWorldRotate,
const Vector3f& rkWorldTranslate, float fWorldScale,
const Vector3f* akVertex, const Vector3f* akNormal, int iQuantity,
const bool* abVisible, const Vector3f& rkCameraModelLocation,
ColorRGB* akSpecular)
{
// transform light position to model space of old mesh
float fInvWScale = 1.0f/fWorldScale;
Vector3f kDiff = m_kLocation - rkWorldTranslate;
Vector3f kModelPos = (kDiff*rkWorldRotate)*fInvWScale;
Vector3f kModelDir = m_kDirection*rkWorldRotate;
// adjust diffuse color by light intensity
ColorRGB kAdjSpecular = m_fIntensity*m_kSpecular;
for (int i = 0; i < iQuantity; i++)
{
if ( abVisible[i] )
{
kDiff = kModelPos - akVertex[i];
float fDiffDotDir = kDiff.Dot(kModelDir);
if ( fDiffDotDir >= 0.0f )
continue;
float fLenSqr = kDiff.Dot(kDiff);
float fDiffDotDirSqr = fDiffDotDir*fDiffDotDir;
float fAngleAttenuate = fDiffDotDirSqr - fLenSqr*m_fCosSqr;
if ( fAngleAttenuate <= 0.0f )
continue;
float fDot = kDiff.Dot(akNormal[i]);
Vector3f kReflect = (2.0f*fDot)*akNormal[i] - kDiff;
Vector3f kViewDir = rkCameraModelLocation - akVertex[i];
fDot = kViewDir.Dot(kReflect);
if ( fDot > 0.0f )
{
float fNumer = fDot*fDot*fAngleAttenuate;
float fDenom = fDiffDotDirSqr*m_fSinSqr*Mathf::Sqrt(fLenSqr)*
kViewDir.Dot(kViewDir);
akSpecular[i] += (fNumer/fDenom)*kAdjSpecular;
}
}
}
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// streaming
//----------------------------------------------------------------------------
Object* SpotLight::Factory (Stream& rkStream)
{
SpotLight* pkObject = new SpotLight;
Stream::Link* pkLink = new Stream::Link(pkObject);
pkObject->Load(rkStream,pkLink);
return pkObject;
}
//----------------------------------------------------------------------------
void SpotLight::Load (Stream& rkStream, Stream::Link* pkLink)
{
PointLight::Load(rkStream,pkLink);
// native data
StreamRead(rkStream,m_kDirection);
StreamRead(rkStream,m_fAngle);
StreamRead(rkStream,m_fExponent);
}
//----------------------------------------------------------------------------
void SpotLight::Link (Stream& rkStream, Stream::Link* pkLink)
{
PointLight::Link(rkStream,pkLink);
}
//----------------------------------------------------------------------------
bool SpotLight::Register (Stream& rkStream)
{
return PointLight::Register(rkStream);
}
//----------------------------------------------------------------------------
void SpotLight::Save (Stream& rkStream)
{
PointLight::Save(rkStream);
// native data
StreamWrite(rkStream,m_kDirection);
StreamWrite(rkStream,m_fAngle);
StreamWrite(rkStream,m_fExponent);
}
//----------------------------------------------------------------------------
StringTree* SpotLight::SaveStrings ()
{
StringTree* pkTree = new StringTree(4,0,1,0);
// strings
pkTree->SetString(0,MakeString(&ms_kRTTI,GetName()));
pkTree->SetString(1,MakeString("direction =",m_kDirection));
pkTree->SetString(2,MakeString("angle =",m_fAngle));
pkTree->SetString(3,MakeString("exponent =",m_fExponent));
// children
pkTree->SetChild(0,PointLight::SaveStrings());
return pkTree;
}
//----------------------------------------------------------------------------
int SpotLight::GetMemoryUsed () const
{
int iBaseSize = sizeof(SpotLight) - sizeof(PointLight);
int iTotalSize = iBaseSize + PointLight::GetMemoryUsed();
return iTotalSize;
}
//----------------------------------------------------------------------------
int SpotLight::GetDiskUsed () const
{
return PointLight::GetDiskUsed() +
sizeof(m_kDirection) +
sizeof(m_fAngle) +
sizeof(m_fExponent);
}
//----------------------------------------------------------------------------
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -