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light_system.cpp
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light_system.cpp
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/**
* Credit of original goes to Stamate Cosmin
*
* Description: Light ensemble system, controlling all light sources.
*/
#include "light_system.h"
// Instantiate a simple light, with its variables.
Light::Light(unsigned int type, glm::vec3 position, RawModelMaterial* material,
float size) {
this->position = position;
this->type = type;
this->material = material;
this->size = glm::vec3(size, size, size);
}
Light::~Light() {}
// Set a light's type.
void Light::setType(unsigned int type) { this->type = type; }
// Set a light's position.
void Light::move(glm::vec3 movement) {
this->position = this->position + movement;
}
void Light::moveToward(float time, glm::vec3 pos, glm::vec3 toward, float speed) {
this->position = Entity::moveToward(time, pos, toward, speed);
}
// Get a light's position.
glm::vec3 Light::getPosition() { return this->position; }
// Render a simple model to give a hint as what the light is.
void Light::render(unsigned int shader, glm::vec3 offset,
glm::mat4 model_matrix, glm::mat4* objectToWorldMatrix, glm::mat4* projectionMatrix, glm::mat4* cameraToWorldMatrix, glm::mat4* modelViewProjectionMatrix, glm::mat3* objectToWorldNormalMatrix, GLuint uniformBindingPoint, GLuint uniformBlock, GLint uniformOffset[]) {
// If it is a point light, draw a sphere.
if (this->type == LIGHT_OMNI) {
RawModelFactory::renderModel(RAW_MODEL_SPHERE, material,
this->position + offset, this->size, model_matrix, glm::mat4(),
shader, objectToWorldMatrix, projectionMatrix, cameraToWorldMatrix, modelViewProjectionMatrix, objectToWorldNormalMatrix, uniformBindingPoint, uniformBlock, uniformOffset);
} // If it is a spotlight, draw a cone.
else {
RawModelFactory::renderModel(RAW_MODEL_CONE, material,
this->position + offset, this->size, model_matrix, glm::mat4(),
shader, objectToWorldMatrix, projectionMatrix, cameraToWorldMatrix, modelViewProjectionMatrix, objectToWorldNormalMatrix, uniformBindingPoint, uniformBlock, uniformOffset);
}
}
// Assign variables, initialize the simple random number generator from C++.
LightSystem::LightSystem(unsigned int type, Camera* camera)
: Entity(glm::vec3(0, 0, 0), camera->forward, camera->right, camera->up) {
this->type = type;
this->setRelativePosition(camera->position + glm::vec3(0,5.0f,0));
this->light_count = 0;
this->fog = true;
this->canMove = true;
// Initialize random seed.
srand((unsigned int)time(NULL));
}
// Deconstructor.
LightSystem::~LightSystem() {}
// Adds a new light to the system.
void LightSystem::addLight(glm::vec3 cameraPosition) {
// Add a light only if there's still enough space.
if (this->light_count < LIGHT_MAXIMUM_COUNT) {
glm::vec3 position = cameraPosition;
// Compute the basic color.
glm::vec4 color = glm::vec4(
LIGHT_MINIMUM_COLOR.r + (rand() % 100) / 100.0f * LIGHT_RANGE_COLOR.r,
LIGHT_MINIMUM_COLOR.g + (rand() % 100) / 100.0f * LIGHT_RANGE_COLOR.g,
LIGHT_MINIMUM_COLOR.b + (rand() % 100) / 100.0f * LIGHT_RANGE_COLOR.b,
LIGHT_MINIMUM_COLOR.a + (rand() % 100) / 100.0f * LIGHT_RANGE_COLOR.a);
// Compute the size.
float size = LIGHT_MINIMUM_SIZE +
(rand() % 100) / 100.0f * LIGHT_MAXIMUM_SIZE;
// Compute the spotlight angles.
float inner_angle = LIGHT_MINIMUM_SPOT_ANGLE +
(rand() % 100) / 100.0f * LIGHT_RANGE_SPOT_ANGLE;
float outer_angle = inner_angle + LIGHT_FADE_SPOT_ANGLE;
// Assign the material, based on the color.
RawModelMaterial* material = new RawModelMaterial(LIGHT_SHININESS,
color * 1.2f, color, color, color * 1.4f);
Light* new_light = new Light(this->type, position, material, size);
// Assign the light variables, for later use.
this->lights[this->light_count] = new_light;
this->light_colors[this->light_count] = color;
this->light_sizes[this->light_count] = size;
this->light_inner_angles[this->light_count] = glm::cos(inner_angle);
this->light_outer_angles[this->light_count] = glm::cos(outer_angle);
this->light_count++;
}
}
// Switch the lighting system from point to spotlight and vice-versa.
void LightSystem::switchType() {
if (this->type == LIGHT_OMNI) this->type = LIGHT_SPOT;
else this->type = LIGHT_OMNI;
for (int i = 0; i < this->light_count; i++) {
this->lights[i]->setType(type);
}
}
void LightSystem::switchCanMove() {
this->canMove = !this->canMove;
printf("canMove: " + this->canMove);
}
// Update the system's relative position.
void LightSystem::setRelativePosition(glm::vec3 position) {
this->relative_position = position;
}
void LightSystem::move(float time, glm::vec3 camPos, float speed) {
if (this->canMove) {
//glm::vec3 movement = Entity::move(time, glm::vec2(0, 0)); // Move the light system on the intended path. The system is actually rendered based on the relative position.
glm::vec3 offset = glm::vec3(0, -400.0f, -300.0f);
// Move all the lights when not close to player
for (int i = 0; i < this->light_count; i++) {
if (glm::distance(camPos + offset, this->lights[i]->getPosition()) <= 1500.0f) {
this->lights[i]->moveToward(time, this->lights[i]->getPosition(), camPos + offset, speed);
}
//this->lights[i]->move(movement);
}
}
}
// Switch the fog on and off.
void LightSystem::switchFog() { this->fog = !this->fog; }
// Render the light system.
void LightSystem::render(unsigned int shader, glm::mat4 model_matrix, glm::mat4* objectToWorldMatrix, glm::mat4* projectionMatrix, glm::mat4* cameraToWorldMatrix, glm::mat4* modelViewProjectionMatrix, glm::mat3* objectToWorldNormalMatrix, GLuint uniformBindingPoint, GLuint uniformBlock, GLint uniformOffset[]) {
glm::vec3 offset = this->relative_position;
// Turn the fog on or off and send fog variables.
glUniform1i(glGetUniformLocation(shader, "fog_switch"), this->fog);
glUniform1i(glGetUniformLocation(shader, "light_type"), this->type);
// Render all the individual light models.
for (int i = 0; i < this->light_count; i++) {
this->lights[i]->render(shader, offset, model_matrix, objectToWorldMatrix, projectionMatrix, cameraToWorldMatrix, modelViewProjectionMatrix, objectToWorldNormalMatrix, uniformBindingPoint, uniformBlock, uniformOffset);
this->light_positions[i] = offset + this->lights[i]->getPosition();
}
// Send light sources information to the shader.
glUniform1i(glGetUniformLocation(shader, "light_count"), this->light_count);
//glUniform1i(glGetUniformLocation(shader, "light_type"), this->type);
glUniform3fv(glGetUniformLocation(shader, "light_positions"),
this->light_count, (GLfloat*)this->light_positions);
glUniform4fv(glGetUniformLocation(shader, "light_colors"),
this->light_count, (GLfloat*)this->light_colors);
glUniform1fv(glGetUniformLocation(shader, "light_inner_angles"),
this->light_count, (GLfloat*)this->light_inner_angles);
glUniform1fv(glGetUniformLocation(shader, "light_outer_angles"),
this->light_count, (GLfloat*)this->light_outer_angles);
glUniform1fv(glGetUniformLocation(shader, "light_sizes"),
this->light_count, (GLfloat*)this->light_sizes);
}