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Copy pathDirectLight.cpp
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71 lines (63 loc) · 1.68 KB
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#include "DirectLight.h"
#include <windows.h>
#include <gl/glee.h>
#include "ShaderManager.h"
DirectLight::DirectLight()
{
m_nColor[0]=1.0f;
m_nColor[1]=1.0f;
m_nColor[2]=1.0f;
m_nAmbient=0.0f;
m_nDiffuse=1.0f;
m_nSpecular=1.0f;
m_nDirection[0]=0;
m_nDirection[1]=-1.0f;
m_nDirection[2]=0;
m_nDirection[3]=0;
Quaternion quat;
quat.createQuaternion(0.9f*(2*3.1415f),-1.0f,0.0f,1.0f);
rotate(quat);
m_bEnabled=true;
}
void DirectLight::setDirection(float nDirX, float nDirY, float nDirZ)
{
m_nDirection[0]=nDirX;
m_nDirection[1]=nDirY;
m_nDirection[2]=nDirZ;
}
void DirectLight::sendToShader(string sShader)
{
GLSLProgram *glslProgram = ShaderManager::getInstance()->getShader(sShader);
glslProgram->use();
Vector3 vDir = getDirection();
glslProgram->sendUniform("light.direction", vDir[0],vDir[1],vDir[2]);
glslProgram->sendUniform("light.color", m_nColor[0],m_nColor[1],m_nColor[2]);
glslProgram->sendUniform("light.ambient", m_nAmbient);
glslProgram->sendUniform("light.diffuse", m_nDiffuse);
if (sShader != "BuildVoxels")
{
glslProgram->sendUniform("light.specular", m_nSpecular);
glslProgram->sendUniform("lightenabled", true);
}
}
Vector3 DirectLight::getDirection()
{
Vector4 vDir(m_nDirection[0],m_nDirection[1],m_nDirection[2],m_nDirection[3]);
Matrix4 m4Rot = this->getRotate().getMatrix();
Vector4 vFinal = m4Rot*vDir;
return Vector3(vFinal);
}
Vector3 DirectLight::getUp()
{
Vector4 vDir(1.0,0,0,0);
Matrix4 m4Rot = this->getRotate().getMatrix();
Vector4 vFinal = m4Rot*vDir;
return Vector3(vFinal);
}
Vector3 DirectLight::getRight()
{
Vector4 vDir(0,0,1.0,0);
Matrix4 m4Rot = this->getRotate().getMatrix();
Vector4 vFinal = m4Rot*vDir;
return Vector3(vFinal);
}