Exemple #1
0
void CC3PODLight::initAtIndex( GLint aPODIndex, CC3PODResource* aPODRez )
{
	super::initAtIndex( aPODIndex, aPODRez );
	// Get the light content
	if (getPodContentIndex() >= 0) 
	{
		SPODLight* psl = (SPODLight*)aPODRez->getLightPODStructAtIndex(getPodContentIndex());
		//LogRez(@"Setting %@ parameters from %@", [self class], NSStringFromSPODLight(psl));
		setPodTargetIndex( psl->nIdxTarget );

		setAmbientColor( kCC3DefaultLightColorAmbient );
		setDiffuseColor( ccc4f(psl->pfColour[0], psl->pfColour[1], psl->pfColour[2], 1.0) );
		setSpecularColor( kCC3DefaultLightColorSpecular );

		setAttenuation( CC3AttenuationCoefficientsMake(psl->fConstantAttenuation,
															psl->fLinearAttenuation,
															psl->fQuadraticAttenuation) );
		switch (psl->eType) 
		{
			case ePODDirectional:
				setIsDirectionalOnly( true );
				break;
			case ePODPoint:
				setIsDirectionalOnly( false );
				break;
			case ePODSpot:
				setIsDirectionalOnly( false );
				setSpotCutoffAngle( CC3RadToDeg(psl->fFalloffAngle) );
				setSpotExponent( psl->fFalloffExponent );
				break;
			default:
				break;
		}
	}
}
//----------------------------------------
void ofLight::setup() {
    if(glIndex==-1){
		bool bLightFound = false;
		// search for the first free block
		for(int i=0; i<OF_MAX_LIGHTS; i++) {
			if(getActiveLights()[i] == false) {
				glIndex = i;
				retain(glIndex);
				bLightFound = true;
				break;
			}
		}
		if( !bLightFound ){
			ofLog(OF_LOG_ERROR, "ofLight : Trying to create too many lights: " + ofToString(glIndex));
		}
        if(bLightFound) {
            // run this the first time, since it was not found before //
            onPositionChanged();
            setAmbientColor( getAmbientColor() );
            setDiffuseColor( getDiffuseColor() );
            setSpecularColor( getSpecularColor() );
            setAttenuation( getAttenuationConstant(), getAttenuationLinear(), getAttenuationQuadratic() );
            if(getIsSpotlight()) {
                setSpotlightCutOff(getSpotlightCutOff());
                setSpotConcentration(getSpotConcentration());
            }
            if(getIsSpotlight() || getIsDirectional()) {
                onOrientationChanged();
            }
        }
	}
}
Exemple #3
0
/*
 * Create a directional light with light num and init 
 */
DirectionalLight::DirectionalLight(int lightNum, Vector4 ambient, Vector4 diffuse, Vector4 specular)
{
	lightNumber = lightNum;
	init();
	setAmbientColor(ambient);
	setDiffuseColor(diffuse);
	setSpecularColor(specular);
}
Exemple #4
0
//----------------------------------------
ofLight::ofLight()
:data(new Data){
    setAmbientColor(ofColor(0,0,0));
    setDiffuseColor(ofColor(255,255,255));
    setSpecularColor(ofColor(255,255,255));
	setPointLight();
    
    // assume default attenuation factors //
    setAttenuation(1.f,0.f,0.f);
}
Exemple #5
0
SpotLight::SpotLight(int lightNum, double cuttoffAngle, double falloffParam, Vector4 ambient, Vector4 diffuse, Vector4 specular)
{
	lightNumber = lightNum;
	init();
	beamWidth = cuttoffAngle;
	falloff = falloffParam;
	setAmbientColor(ambient);
	setDiffuseColor(diffuse);
	setSpecularColor(specular);
}
void CC3PODLight::initAtIndex( GLint aPODIndex, CC3PODResource* aPODRez )
{
    init();
    setPodIndex( aPODIndex );
    
    SPODNode* psn = (SPODNode*)getNodePODStructAtIndex( aPODIndex, aPODRez );
    //LogRez(@"Creating %@ at index %i from: %@", [self class], aPODIndex, NSStringFromSPODNode(psn));
    setName( psn->pszName );
    setPodContentIndex( psn->nIdx );
    setPodParentIndex( psn->nIdxParent );
    
    if ( psn->pfAnimPosition )
        setLocation( *(CC3Vector*)psn->pfAnimPosition );
    if ( psn->pfAnimRotation )
        setQuaternion( *(CC3Quaternion*)psn->pfAnimRotation );
    if ( psn->pfAnimScale )
        setScale( *(CC3Vector*)psn->pfAnimScale );
    
    if ( CC3PODNodeAnimation::sPODNodeDoesContainAnimation((PODStructPtr)psn) )
        setAnimation( CC3PODNodeAnimation::animationFromSPODNode( (PODStructPtr)psn, aPODRez->getAnimationFrameCount() ) );
    else if (aPODRez->shouldFreezeInanimateNodes())
        setAnimation( CC3FrozenNodeAnimation::animationFromNodeState( this ) );
    
	// Get the light content
	if (getPodContentIndex() >= 0) 
	{
		SPODLight* psl = (SPODLight*)aPODRez->getLightPODStructAtIndex(getPodContentIndex());
		//LogRez(@"Setting %@ parameters from %@", [self class], NSStringFromSPODLight(psl));
		setPodTargetIndex( psl->nIdxTarget );

		setAmbientColor( kCC3DefaultLightColorAmbient );
		setDiffuseColor( ccc4f(psl->pfColour[0], psl->pfColour[1], psl->pfColour[2], 1.0) );
		setSpecularColor( kCC3DefaultLightColorSpecular );

		setAttenuation( CC3AttenuationCoefficientsMake(psl->fConstantAttenuation,
															psl->fLinearAttenuation,
															psl->fQuadraticAttenuation) );
		switch (psl->eType) 
		{
			case ePODDirectional:
				setIsDirectionalOnly( true );
				break;
			case ePODPoint:
				setIsDirectionalOnly( false );
				break;
			case ePODSpot:
				setIsDirectionalOnly( false );
				setSpotCutoffAngle( CC3RadToDeg(psl->fFalloffAngle) );
				setSpotExponent( psl->fFalloffExponent );
				break;
			default:
				break;
		}
	}
}
Exemple #7
0
Material::Material() {
  mShaderProgram = NULL;
  setAmbientColor();
  setDiffuseColor();
  setEmissiveColor();
  setSpecularColor();
  mUniformsInitialized = false;
  for (unsigned int i = 0; i < MATERIAL_COMPONENT_COUNT; ++i) {
    mMaterialComponentEnabled[i] = false;
  }
}
//----------------------------------------
ofLight::ofLight(){
	glIndex			= -1;
	isEnabled		= false;
    setAmbientColor(ofColor(0,0,0));
    setDiffuseColor(ofColor(255,255,255));
    setSpecularColor(ofColor(255,255,255));
	setPointLight();
    
    // assume default attenuation factors //
    setAttenuation(1.f,0.f,0.f);
}
Exemple #9
0
//----------------------------------------
void ofLight::setup() {
    if(data->glIndex==-1){
		bool bLightFound = false;
		// search for the first free block
		for(size_t i=0; i<ofLightsData().size(); i++) {
			if(ofLightsData()[i].expired()) {
				data->glIndex = i;
				data->isEnabled = true;
				ofLightsData()[i] = data;
				bLightFound = true;
				break;
			}
		}
		if(!bLightFound && ofIsGLProgrammableRenderer()){
			ofLightsData().push_back(data);
			data->glIndex = ofLightsData().size() - 1;
			data->isEnabled = true;
			bLightFound = true;
		}
		if( bLightFound ){
            // run this the first time, since it was not found before //
            onPositionChanged();
            setAmbientColor( getAmbientColor() );
            setDiffuseColor( getDiffuseColor() );
            setSpecularColor( getSpecularColor() );
            setAttenuation( getAttenuationConstant(), getAttenuationLinear(), getAttenuationQuadratic() );
            if(getIsSpotlight()) {
                setSpotlightCutOff(getSpotlightCutOff());
                setSpotConcentration(getSpotConcentration());
            }
            if(getIsSpotlight() || getIsDirectional()) {
                onOrientationChanged();
            }
        }else{
        	ofLogError("ofLight") << "setup(): couldn't get active GL light, maximum number of "<< ofLightsData().size() << " reached";
        }
	}
}
void ofMaterial::setColors(ofFloatColor oDiffuse, ofFloatColor oAmbient, ofFloatColor oSpecular, ofFloatColor oEmissive) {
	setDiffuseColor(oDiffuse);
	setAmbientColor(oAmbient);
	setSpecularColor(oSpecular);
	setEmissiveColor(oEmissive);
}
Exemple #11
0
Phong::Phong(const Flags flags): transformationMatrixUniform(0), projectionMatrixUniform(1), normalMatrixUniform(2), lightUniform(3), diffuseColorUniform(4), ambientColorUniform(5), specularColorUniform(6), lightColorUniform(7), shininessUniform(8), _flags(flags) {
    #ifdef MAGNUM_BUILD_STATIC
    /* Import resources on static build, if not already */
    if(!Utility::Resource::hasGroup("MagnumShaders"))
        importShaderResources();
    #endif
    Utility::Resource rs("MagnumShaders");

    #ifndef MAGNUM_TARGET_GLES
    const Version version = Context::current().supportedVersion({Version::GL320, Version::GL310, Version::GL300, Version::GL210});
    #else
    const Version version = Context::current().supportedVersion({Version::GLES300, Version::GLES200});
    #endif

    Shader vert = Implementation::createCompatibilityShader(rs, version, Shader::Type::Vertex);
    Shader frag = Implementation::createCompatibilityShader(rs, version, Shader::Type::Fragment);

    vert.addSource(flags ? "#define TEXTURED\n" : "")
        .addSource(rs.get("generic.glsl"))
        .addSource(rs.get("Phong.vert"));
    frag.addSource(flags & Flag::AmbientTexture ? "#define AMBIENT_TEXTURE\n" : "")
        .addSource(flags & Flag::DiffuseTexture ? "#define DIFFUSE_TEXTURE\n" : "")
        .addSource(flags & Flag::SpecularTexture ? "#define SPECULAR_TEXTURE\n" : "")
        .addSource(rs.get("Phong.frag"));

    CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag}));

    attachShaders({vert, frag});

    #ifndef MAGNUM_TARGET_GLES
    if(!Context::current().isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>(version))
    #else
    if(!Context::current().isVersionSupported(Version::GLES300))
    #endif
    {
        bindAttributeLocation(Position::Location, "position");
        bindAttributeLocation(Normal::Location, "normal");
        if(flags) bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates");
    }

    CORRADE_INTERNAL_ASSERT_OUTPUT(link());

    #ifndef MAGNUM_TARGET_GLES
    if(!Context::current().isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>(version))
    #endif
    {
        transformationMatrixUniform = uniformLocation("transformationMatrix");
        projectionMatrixUniform = uniformLocation("projectionMatrix");
        normalMatrixUniform = uniformLocation("normalMatrix");
        lightUniform = uniformLocation("light");
        ambientColorUniform = uniformLocation("ambientColor");
        diffuseColorUniform = uniformLocation("diffuseColor");
        specularColorUniform = uniformLocation("specularColor");
        lightColorUniform = uniformLocation("lightColor");
        shininessUniform = uniformLocation("shininess");
    }

    #ifndef MAGNUM_TARGET_GLES
    if(flags && !Context::current().isExtensionSupported<Extensions::GL::ARB::shading_language_420pack>(version))
    #endif
    {
        if(flags & Flag::AmbientTexture) setUniform(uniformLocation("ambientTexture"), AmbientTextureLayer);
        if(flags & Flag::DiffuseTexture) setUniform(uniformLocation("diffuseTexture"), DiffuseTextureLayer);
        if(flags & Flag::SpecularTexture) setUniform(uniformLocation("specularTexture"), SpecularTextureLayer);
    }

    /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */
    #ifdef MAGNUM_TARGET_GLES
    /* Default to fully opaque white so we can see the textures */
    if(flags & Flag::AmbientTexture) setAmbientColor(Color4{1.0f});
    else setAmbientColor(Color4{0.0f, 1.0f});

    if(flags & Flag::DiffuseTexture) setDiffuseColor(Color4{1.0f});

    setSpecularColor(Color4{1.0f});
    setLightColor(Color4{.0f});
    setShininess(80.0f);
    #endif
}
Exemple #12
0
//----------------------------------------
void ofLight::setSpecularColor(float r, float g, float b, float a) {
	setSpecularColor(ofColor(r, g, b, a));
}