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