101 lines
4.1 KiB
C++
101 lines
4.1 KiB
C++
|
/********************************************************************************
|
||
|
* OpenGL-Framework *
|
||
|
* Copyright (c) 2013 Daniel Chappuis *
|
||
|
*********************************************************************************
|
||
|
* *
|
||
|
* This software is provided 'as-is', without any express or implied warranty. *
|
||
|
* In no event will the authors be held liable for any damages arising from the *
|
||
|
* use of this software. *
|
||
|
* *
|
||
|
* Permission is granted to anyone to use this software for any purpose, *
|
||
|
* including commercial applications, and to alter it and redistribute it *
|
||
|
* freely, subject to the following restrictions: *
|
||
|
* *
|
||
|
* 1. The origin of this software must not be misrepresented; you must not claim *
|
||
|
* that you wrote the original software. If you use this software in a *
|
||
|
* product, an acknowledgment in the product documentation would be *
|
||
|
* appreciated but is not required. *
|
||
|
* *
|
||
|
* 2. Altered source versions must be plainly marked as such, and must not be *
|
||
|
* misrepresented as being the original software. *
|
||
|
* *
|
||
|
* 3. This notice may not be removed or altered from any source distribution. *
|
||
|
* *
|
||
|
********************************************************************************/
|
||
|
|
||
|
// Libraries
|
||
|
#include "Light.h"
|
||
|
|
||
|
// Namespaces
|
||
|
using namespace openglframework;
|
||
|
|
||
|
// Constructor
|
||
|
Light::Light(GLuint id)
|
||
|
: mLightID(id), mDiffuseColor(Color::white()),
|
||
|
mSpecularColor(Color::white()), mIsActive(false) {
|
||
|
|
||
|
}
|
||
|
|
||
|
// Constructor
|
||
|
Light::Light(GLuint id, Color diffuseColor, Color specularColor)
|
||
|
: mLightID(id), mDiffuseColor(diffuseColor),
|
||
|
mSpecularColor(specularColor), mIsActive(false) {
|
||
|
|
||
|
}
|
||
|
|
||
|
// Destructor
|
||
|
Light::~Light() {
|
||
|
|
||
|
}
|
||
|
|
||
|
// Initialize the light
|
||
|
void Light::init() {
|
||
|
|
||
|
// Enable the light
|
||
|
enable();
|
||
|
|
||
|
// Set the diffuse and specular color
|
||
|
GLfloat diffuseColor[] = {mDiffuseColor.r, mDiffuseColor.g, mDiffuseColor.b, mDiffuseColor.a};
|
||
|
GLfloat specularColor[] = {mSpecularColor.r,mSpecularColor.g,mSpecularColor.b,mSpecularColor.a};
|
||
|
glLightfv(mLightID, GL_DIFFUSE, diffuseColor);
|
||
|
glLightfv(mLightID, GL_SPECULAR, specularColor);
|
||
|
}
|
||
|
|
||
|
// Create a shadow map associated with this light
|
||
|
bool Light::createShadowMap(uint width, uint height) {
|
||
|
|
||
|
// Destroy the current shadow map
|
||
|
destroyShadowMap();
|
||
|
|
||
|
// Create the Framebuffer object to render the shadow map
|
||
|
bool isFBOCreated = mFBOShadowMap.create(width, height, false);
|
||
|
if (!isFBOCreated) {
|
||
|
std::cerr << "Error : Cannot create the Shadow Map !" << std::endl;
|
||
|
destroyShadowMap();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Bind the Framebuffer object
|
||
|
mFBOShadowMap.bind(GL_NONE);
|
||
|
|
||
|
// Create the shadow map depth texture
|
||
|
mShadowMap.create(width, height, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE);
|
||
|
|
||
|
// Attache the shadow map texture to the Framebuffer object
|
||
|
mFBOShadowMap.attachTexture(GL_DEPTH_ATTACHMENT_EXT, mShadowMap.getID());
|
||
|
|
||
|
// Unbind the Framebuffer object
|
||
|
mFBOShadowMap.unbind();
|
||
|
|
||
|
// TODO : Change the path of the shader here so that it does not depend on the build folder
|
||
|
bool isShaderCreated = mDepthShader.create("../../opengl-framework/src/shaders/depth.vert",
|
||
|
"../../opengl-framework/src/shaders/depth.vert");
|
||
|
if (!isShaderCreated) {
|
||
|
std::cerr << "Error : Cannot create the Shadow Map !" << std::endl;
|
||
|
destroyShadowMap();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|