Esempio n. 1
0
void keyPressed()
{
	// Turn light shadows on/off
	if ( key == 'o' )
	{
		shadowsOn = !shadowsOn;
		light.castShadows(shadowsOn);
	}
	// You can control the light attenuation over distance
	else if ( key == '1' )
	{
		// With some attenuation
		light.setAttenuation( 100000, 1, 0.0025, 0 );
	}
	else if ( key == '2' )
	{
		// With no attenuation
		light.setAttenuation( 100000, 1, 0, 0 );
	}
}
Esempio n. 2
0
        void Renderer::handleFileLoading( const std::string& filename )
        {
            Assimp::Importer importer;
            const aiScene* scene = importer.ReadFile( filename,
                                                      aiProcess_Triangulate |
                                                      aiProcess_JoinIdenticalVertices |
                                                      aiProcess_GenSmoothNormals |
                                                      aiProcess_SortByPType |
                                                      aiProcess_FixInfacingNormals |
                                                      aiProcess_CalcTangentSpace |
                                                      aiProcess_GenUVCoords );

            if ( !scene )
            {
                return;
            }

            if ( !scene->HasLights() )
            {
                return;
            }

            // Load lights
            for ( uint lightId = 0; lightId < scene->mNumLights; ++lightId )
            {
                aiLight* ailight = scene->mLights[lightId];

                aiString name = ailight->mName;
                aiNode* node = scene->mRootNode->FindNode( name );

                Core::Matrix4 transform( Core::Matrix4::Identity() );

                if ( node != nullptr )
                {
                    Core::Matrix4 t0;
                    Core::Matrix4 t1;

                    for ( uint i = 0; i < 4; ++i )
                    {
                        for ( uint j = 0; j < 4; ++j )
                        {
                            t0( i, j ) = scene->mRootNode->mTransformation[i][j];
                            t1( i, j ) = node->mTransformation[i][j];
                        }
                    }
                    transform = t0 * t1;
                }

                Core::Color color( ailight->mColorDiffuse.r,
                                   ailight->mColorDiffuse.g,
                                   ailight->mColorDiffuse.b, 1.0 );

                switch ( ailight->mType )
                {
                    case aiLightSource_DIRECTIONAL:
                    {
                        Core::Vector4 dir( ailight->mDirection[0],
                                           ailight->mDirection[1],
                                           ailight->mDirection[2], 0.0 );
                        dir = transform.transpose().inverse() * dir;

                        Core::Vector3 finalDir( dir.x(), dir.y(), dir.z() );
                        finalDir = -finalDir;

                        DirectionalLight* light = new DirectionalLight;
                        light->setColor( color );
                        light->setDirection( finalDir );

                        addLight( light );

                    }
                    break;

                    case aiLightSource_POINT:
                    {
                        Core::Vector4 pos( ailight->mPosition[0],
                                           ailight->mPosition[1],
                                           ailight->mPosition[2], 1.0 );
                        pos = transform * pos;
                        pos /= pos.w();

                        PointLight* light = new PointLight;
                        light->setColor( color );
                        light->setPosition( Core::Vector3( pos.x(), pos.y(), pos.z() ) );
                        light->setAttenuation( ailight->mAttenuationConstant,
                                               ailight->mAttenuationLinear,
                                               ailight->mAttenuationQuadratic );

                        addLight( light );

                    }
                    break;

                    case aiLightSource_SPOT:
                    {
                        Core::Vector4 pos( ailight->mPosition[0],
                                           ailight->mPosition[1],
                                           ailight->mPosition[2], 1.0 );
                        pos = transform * pos;
                        pos /= pos.w();

                        Core::Vector4 dir( ailight->mDirection[0],
                                           ailight->mDirection[1],
                                           ailight->mDirection[2], 0.0 );
                        dir = transform.transpose().inverse() * dir;

                        Core::Vector3 finalDir( dir.x(), dir.y(), dir.z() );
                        finalDir = -finalDir;

                        SpotLight* light = new SpotLight;
                        light->setColor( color );
                        light->setPosition( Core::Vector3( pos.x(), pos.y(), pos.z() ) );
                        light->setDirection( finalDir );

                        light->setAttenuation( ailight->mAttenuationConstant,
                                               ailight->mAttenuationLinear,
                                               ailight->mAttenuationQuadratic );

                        light->setInnerAngleInRadians( ailight->mAngleInnerCone );
                        light->setOuterAngleInRadians( ailight->mAngleOuterCone );

                        addLight( light );

                    }
                    break;

                    case aiLightSource_UNDEFINED:
                    default:
                    {
                        //                LOG(ERROR) << "Light " << name.C_Str() << " has undefined type.";
                    } break;
                }
            }
        }