mirror of https://github.com/axmolengine/axmol.git
179 lines
5.1 KiB
C++
179 lines
5.1 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "2d/Light.h"
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#include "2d/Scene.h"
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NS_AX_BEGIN
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void BaseLight::setIntensity(float intensity)
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{
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AX_ASSERT(intensity >= 0);
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_intensity = intensity;
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}
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void BaseLight::onEnter()
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{
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auto scene = getScene();
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if (scene)
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{
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auto& lights = scene->_lights;
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auto iter = std::find(lights.begin(), lights.end(), this);
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if (iter == lights.end())
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lights.emplace_back(this);
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}
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Node::onEnter();
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}
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void BaseLight::onExit()
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{
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auto scene = getScene();
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if (scene)
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{
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auto& lights = scene->_lights;
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auto iter = std::find(lights.begin(), lights.end(), this);
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if (iter != lights.end())
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lights.erase(iter);
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}
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Node::onExit();
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}
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void BaseLight::setRotationFromDirection(const Vec3& direction)
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{
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float projLen = sqrt(direction.x * direction.x + direction.z * direction.z);
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float rotY = AX_RADIANS_TO_DEGREES(atan2f(-direction.x, -direction.z));
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float rotX = -AX_RADIANS_TO_DEGREES(atan2f(-direction.y, projLen));
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setRotation3D(Vec3(rotX, rotY, 0.0f));
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}
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BaseLight::BaseLight() : _intensity(1.0f), _lightFlag(LightFlag::LIGHT0), _enabled(true) {}
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BaseLight::~BaseLight() {}
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////////////////////////////////////////////////////////////////////
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DirectionLight* DirectionLight::create(const Vec3& direction, const Color3B& color)
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{
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auto light = new DirectionLight();
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light->setRotationFromDirection(direction);
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light->setColor(color);
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light->autorelease();
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return light;
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}
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void DirectionLight::setDirection(const Vec3& dir)
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{
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setRotationFromDirection(dir);
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}
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Vec3 DirectionLight::getDirection() const
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{
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Mat4 mat = getNodeToParentTransform();
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return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
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}
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Vec3 DirectionLight::getDirectionInWorld() const
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{
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Mat4 mat = getNodeToWorldTransform();
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return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
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}
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DirectionLight::DirectionLight() {}
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DirectionLight::~DirectionLight() {}
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//////////////////////////////////////////////////////////////////
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PointLight* PointLight::create(const Vec3& position, const Color3B& color, float range)
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{
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auto light = new PointLight();
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light->setPosition3D(position);
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light->setColor(color);
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light->_range = range;
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light->autorelease();
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return light;
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}
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PointLight::PointLight() {}
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PointLight::~PointLight() {}
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//////////////////////////////////////////////////////////////
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SpotLight* SpotLight::create(const Vec3& direction,
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const Vec3& position,
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const Color3B& color,
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float innerAngle,
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float outerAngle,
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float range)
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{
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auto light = new SpotLight();
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light->setRotationFromDirection(direction);
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light->setPosition3D(position);
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light->setColor(color);
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light->setInnerAngle(innerAngle);
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light->setOuterAngle(outerAngle);
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light->_range = range;
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light->autorelease();
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return light;
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}
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void SpotLight::setDirection(const Vec3& dir)
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{
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setRotationFromDirection(dir);
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}
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Vec3 SpotLight::getDirection() const
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{
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Mat4 mat = getNodeToParentTransform();
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return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
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}
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Vec3 SpotLight::getDirectionInWorld() const
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{
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Mat4 mat = getNodeToWorldTransform();
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return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
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}
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void SpotLight::setInnerAngle(float angle)
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{
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_innerAngle = angle;
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_cosInnerAngle = cosf(angle);
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}
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void SpotLight::setOuterAngle(float angle)
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{
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_outerAngle = angle;
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_cosOuterAngle = cosf(angle);
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}
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SpotLight::SpotLight() {}
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SpotLight::~SpotLight() {}
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/////////////////////////////////////////////////////////////
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AmbientLight* AmbientLight::create(const Color3B& color)
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{
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auto light = new AmbientLight();
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light->setColor(color);
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light->autorelease();
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return light;
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}
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AmbientLight::AmbientLight() {}
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AmbientLight::~AmbientLight() {}
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NS_AX_END |