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Copy pathLightSource.cpp
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172 lines (150 loc) · 4.04 KB
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#include "settings.h"
#include "commons.h"
#include "LightSource.h"
using namespace cml;
using namespace std;
using namespace game_utils;
using namespace loaders;
using namespace geometry;
namespace game_objects
{
namespace lighting
{
CLightSource::CLightSource(string name): CEntity()
{
this->name = name;
// read light settings
setAmbientColor(CV_GAME_MANAGER->getSettingsManager()->getSetting_vector3f("ST_"+name+"_COLOR_AMBIENT"));
setDiffuseColor(CV_GAME_MANAGER->getSettingsManager()->getSetting_vector3f("ST_"+name+"_COLOR_DIFFUSE"));
setSpecularColor(CV_GAME_MANAGER->getSettingsManager()->getSetting_vector3f("ST_"+name+"_COLOR_SPECULAR"));
setQuadraticAttenuation(CV_GAME_MANAGER->getSettingsManager()->getSetting_Float("ST_"+name+"_Q_ATTENUATION"));
setLinearAttenuation(CV_GAME_MANAGER->getSettingsManager()->getSetting_Float("ST_"+name+"_L_ATTENUATION"));
setInitialAttenuation(CV_GAME_MANAGER->getSettingsManager()->getSetting_Float("ST_"+name+"_I_ATTENUATION"));
setRadius(CV_GAME_MANAGER->getSettingsManager()->getSetting_Float("ST_"+name+"_RADIUS"));
}
CLightSource::CLightSource(CLightSource &lightSource): CEntity(lightSource)
{
memcpy(this->ambientColor,lightSource.ambientColor,sizeof(GLfloat)*4);
memcpy(this->diffuseColor,lightSource.diffuseColor,sizeof(GLfloat)*4);
memcpy(this->specularColor,lightSource.specularColor,sizeof(GLfloat)*4);
this->quadraticAttenuation=lightSource.quadraticAttenuation;
this->linearAttenuation=lightSource.linearAttenuation;
this->initialAttenuation=lightSource.initialAttenuation;
this->radius=lightSource.radius;
this->name=lightSource.name;
}
CLightSource::~CLightSource()
{
}
GLvoid CLightSource::setPosition(cml::vector3f position)
{
CEntity::setPosition(position);
}
GLvoid CLightSource::setQuadraticAttenuation(GLfloat attenuation)
{
this->quadraticAttenuation = attenuation;
}
GLvoid CLightSource::setLinearAttenuation(GLfloat attenuation)
{
this->linearAttenuation = attenuation;
}
GLvoid CLightSource::setInitialAttenuation(GLfloat attenuation)
{
this->initialAttenuation = attenuation;
}
GLvoid CLightSource::setAttenuation(GLint attIndex, GLfloat attenuation)
{
switch (attIndex)
{
case 0:
{
setQuadraticAttenuation(attenuation);
return;
}
case 1:
{
setLinearAttenuation(attenuation);
return;
}
case 2:
{
setInitialAttenuation(attenuation);
return;
}
}
}
GLvoid CLightSource::setRadius(GLfloat radius)
{
this->radius=radius;
}
GLvoid CLightSource::setAmbientColor(vector3f color)
{
memcpy(ambientColor,&color[0],sizeof(GLfloat)*3);
ambientColor[3]=1.0f;
}
GLvoid CLightSource::setDiffuseColor(vector3f color)
{
memcpy(diffuseColor,&color[0],sizeof(GLfloat)*3);
diffuseColor[3]=1.0f;
}
GLvoid CLightSource::setSpecularColor(vector3f color)
{
memcpy(specularColor,&color[0],sizeof(GLfloat)*3);
specularColor[3]=1.0f;
}
GLfloat *CLightSource::getAmbientColor()
{
return ambientColor;
}
GLfloat *CLightSource::getDiffuseColor()
{
return diffuseColor;
}
GLfloat *CLightSource::getSpecularColor()
{
return specularColor;
}
GLfloat CLightSource::getAttenuation(GLint attIndex)
{
switch (attIndex)
{
case 0:
{
return quadraticAttenuation;
}
case 1:
{
return linearAttenuation;
}
case 2:
{
return initialAttenuation;
}
default:
{
return 0.0f;
}
}
}
GLfloat CLightSource::getQuadraticAttenuation()
{
return quadraticAttenuation;
}
GLfloat CLightSource::getLinearAttenuation()
{
return linearAttenuation;
}
GLfloat CLightSource::getInitialAttenuation()
{
return initialAttenuation;
}
GLfloat CLightSource::getRadius()
{
return radius;
}
string CLightSource::getName()
{
return name;
}
};
};