reactphysics3d/examples/common/opengl-framework/src/Light.cpp

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/********************************************************************************
* 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;
}