|
|
- /*
- * Copyright (C) 2021 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "directional-light.hpp"
- #include "configuration.hpp"
- #include "math/math.hpp"
-
- namespace scene {
-
- static float3 interpolate_direction(const float3& x, const float3& y, float a)
- {
- math::quaternion<float> q0 = math::rotation(global_forward, x);
- math::quaternion<float> q1 = math::rotation(global_forward, y);
- return math::normalize(math::slerp(q0, q1, a) * global_forward);
- }
-
- directional_light::directional_light():
- direction(global_forward, interpolate_direction),
- light_texture(nullptr),
- light_texture_opacity(1.0f, math::lerp<float, float>),
- light_texture_scale({1.0f, 1.0f}, math::lerp<float2, float>)
- {}
-
- void directional_light::set_light_texture(const gl::texture_2d* texture)
- {
- light_texture = texture;
- }
-
- void directional_light::set_light_texture_opacity(float opacity)
- {
- light_texture_opacity[1] = opacity;
- }
-
- void directional_light::set_light_texture_scale(const float2& scale)
- {
- light_texture_scale[1] = scale;
- }
-
- void directional_light::update_tweens()
- {
- light::update_tweens();
- direction.update();
-
- if (light_texture)
- {
- light_texture_opacity.update();
- light_texture_scale.update();
- }
- }
-
- void directional_light::transformed()
- {
- direction[1] = math::normalize(get_transform().rotation * global_forward);
- }
-
- } // namespace scene
|