Vector4 LightInfo::GetPointLightOnPoint(const Vector4& _cameraSpacePoint, const Vector4& _point, const Vector4& _normal, int _lightIndex, const Vector4& _diffuse, const Vector4& _specular) { // Get the difference in position from the light and the point. Vector4 diff = GetPointLights()[_lightIndex].GetPosition() - _point; Vector4 lightDirection = diff; // The distance float distance = diff.Length(); // The direction diff.Normalize(); // The attenuation float attenuation = GetPointLights()[_lightIndex].GetAttenuation(distance); // Diffuse lighting. Vector4 pointColor = GetPointLights()[_lightIndex].GetIntensity() * diff.Dot(_normal) * attenuation * _diffuse; pointColor.Clamp(); // Specular // We get the half angle between the camera and the direction to the camera. Vector4 halfAngle = lightDirection + _cameraSpacePoint; halfAngle.Normalize(); Vector4 specular = _specular * powf(halfAngle.Dot(_normal), 10) * attenuation; specular.Clamp(); pointColor += specular; return pointColor; }
/* Get the light value for a point in space */ Vector4 LightInfo::GetDirectionalLightOnPoint(const Vector4& _cameraSpacePoint, const Vector4& _normal, int _lightIndex, const Vector4& _diffuse, const Vector4& _specular) { Vector4 directionalColor = GetDirectionalLights()[_lightIndex].GetIntensity() * GetDirectionalLights()[_lightIndex].GetDirection().Dot(_normal) * _diffuse; directionalColor.Clamp(); // Specular Vector4 halfAngle = GetDirectionalLights()[_lightIndex].GetDirection() + _cameraSpacePoint; halfAngle.Normalize(); Vector4 specular = _specular * powf(halfAngle.Dot(_normal), 100) * GetDirectionalLights()[_lightIndex].GetIntensity(); specular.Clamp(); directionalColor += specular; return directionalColor; }