Light.cpp 4.8 KB

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  1. #include "Base.h"
  2. #include "Light.h"
  3. #include "Node.h"
  4. namespace gameplay
  5. {
  6. Light::Light(Light::Type type, const Vector3& color) :
  7. _type(type), _node(NULL)
  8. {
  9. _directional = new Directional(color);
  10. }
  11. Light::Light(Light::Type type, const Vector3& color, float range) :
  12. _type(type), _node(NULL)
  13. {
  14. _point = new Point(color, range);
  15. }
  16. Light::Light(Light::Type type, const Vector3& color, float range, float innerAngle, float outerAngle) :
  17. _type(type), _node(NULL)
  18. {
  19. _spot = new Spot(color, range, innerAngle, outerAngle);
  20. }
  21. Light::~Light()
  22. {
  23. switch (_type)
  24. {
  25. case DIRECTIONAL:
  26. SAFE_DELETE(_directional);
  27. break;
  28. case POINT:
  29. SAFE_DELETE(_point);
  30. break;
  31. case SPOT:
  32. SAFE_DELETE(_spot);
  33. break;
  34. }
  35. }
  36. Light* Light::createDirectional(const Vector3& color)
  37. {
  38. return new Light(DIRECTIONAL, color);
  39. }
  40. Light* Light::createPoint(const Vector3& color, float range)
  41. {
  42. return new Light(POINT, color, range);
  43. }
  44. Light* Light::createSpot(const Vector3& color, float range, float innerAngle, float outerAngle)
  45. {
  46. return new Light(SPOT, color, range, innerAngle, outerAngle);
  47. }
  48. Light::Type Light::getLightType() const
  49. {
  50. return _type;
  51. }
  52. Node* Light::getNode() const
  53. {
  54. return _node;
  55. }
  56. void Light::setNode(Node* node)
  57. {
  58. // Connect the new node.
  59. _node = node;
  60. }
  61. const Vector3& Light::getColor() const
  62. {
  63. switch (_type)
  64. {
  65. case DIRECTIONAL:
  66. return _directional->color;
  67. case POINT:
  68. return _point->color;
  69. case SPOT:
  70. return _spot->color;
  71. default:
  72. GP_ASSERT(0);
  73. return Vector3::zero();
  74. }
  75. }
  76. void Light::setColor(const Vector3& color)
  77. {
  78. switch (_type)
  79. {
  80. case DIRECTIONAL:
  81. _directional->color = color;
  82. break;
  83. case POINT:
  84. _point->color = color;
  85. break;
  86. case SPOT:
  87. _spot->color = color;
  88. break;
  89. }
  90. }
  91. float Light::getRange() const
  92. {
  93. GP_ASSERT(_type != DIRECTIONAL);
  94. switch (_type)
  95. {
  96. case POINT:
  97. return _point->range;
  98. case SPOT:
  99. return _spot->range;
  100. default:
  101. GP_ASSERT(0);
  102. return 0.0f;
  103. }
  104. }
  105. void Light::setRange(float range)
  106. {
  107. GP_ASSERT(_type != DIRECTIONAL);
  108. switch (_type)
  109. {
  110. case POINT:
  111. _point->range = range;
  112. _point->rangeInverse = 1.0f / range;
  113. break;
  114. case SPOT:
  115. _spot->range = range;
  116. _spot->rangeInverse = 1.0f / range;
  117. break;
  118. }
  119. }
  120. float Light::getRangeInverse() const
  121. {
  122. GP_ASSERT(_type != DIRECTIONAL);
  123. switch (_type)
  124. {
  125. case POINT:
  126. return _point->rangeInverse;
  127. case SPOT:
  128. return _spot->rangeInverse;
  129. default:
  130. GP_ASSERT(0);
  131. return 0.0f;
  132. }
  133. }
  134. float Light::getInnerAngle() const
  135. {
  136. GP_ASSERT(_type == SPOT);
  137. return _spot->innerAngle;
  138. }
  139. void Light::setInnerAngle(float innerAngle)
  140. {
  141. GP_ASSERT(_type == SPOT);
  142. _spot->innerAngle = innerAngle;
  143. _spot->innerAngleCos = cos(innerAngle);
  144. }
  145. float Light::getOuterAngle() const
  146. {
  147. GP_ASSERT(_type == SPOT);
  148. return _spot->outerAngle;
  149. }
  150. void Light::setOuterAngle(float outerAngle)
  151. {
  152. GP_ASSERT(_type == SPOT);
  153. _spot->outerAngle = outerAngle;
  154. _spot->outerAngleCos = cos(outerAngle);
  155. }
  156. float Light::getInnerAngleCos() const
  157. {
  158. GP_ASSERT(_type == SPOT);
  159. return _spot->innerAngleCos;
  160. }
  161. float Light::getOuterAngleCos() const
  162. {
  163. GP_ASSERT(_type == SPOT);
  164. return _spot->outerAngleCos;
  165. }
  166. Light* Light::clone(NodeCloneContext &context) const
  167. {
  168. Light* lightClone = NULL;
  169. switch (_type)
  170. {
  171. case DIRECTIONAL:
  172. lightClone = createDirectional(getColor());
  173. break;
  174. case POINT:
  175. lightClone = createPoint(getColor(), getRange());
  176. break;
  177. case SPOT:
  178. lightClone = createSpot(getColor(), getRange(), getInnerAngle(), getOuterAngle());
  179. break;
  180. default:
  181. GP_ASSERT(false);
  182. }
  183. GP_ASSERT(lightClone);
  184. if (Node* node = context.findClonedNode(getNode()))
  185. {
  186. lightClone->setNode(node);
  187. }
  188. return lightClone;
  189. }
  190. Light::Directional::Directional(const Vector3& color)
  191. : color(color)
  192. {
  193. }
  194. Light::Point::Point(const Vector3& color, float range)
  195. : color(color), range(range)
  196. {
  197. rangeInverse = 1.0f / range;
  198. }
  199. Light::Spot::Spot(const Vector3& color, float range, float innerAngle, float outerAngle)
  200. : color(color), range(range), innerAngle(innerAngle), outerAngle(outerAngle)
  201. {
  202. rangeInverse = 1.0f / range;
  203. innerAngleCos = cos(innerAngle);
  204. outerAngleCos = cos(outerAngle);
  205. }
  206. }