/* * 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 . */ #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 q0 = math::rotation(global_forward, x); math::quaternion 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), light_texture_translation({0.0f, 0.0f}, math::lerp), light_texture_rotation(0.0f, math::lerp_angle), light_texture_scale({1.0f, 1.0f}, math::lerp) {} void directional_light::set_light_texture(const gl::texture_2d* texture) { light_texture = texture; } void directional_light::update_tweens() { light::update_tweens(); direction.update(); if (light_texture) { light_texture_opacity.update(); light_texture_translation.update(); light_texture_rotation.update(); light_texture_scale.update(); } } void directional_light::transformed() { direction[1] = math::normalize(get_transform().rotation * global_forward); } } // namespace scene