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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <engine/scene/spot-light.hpp>
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#include <engine/config.hpp>
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#include <engine/math/quaternion.hpp>
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#include <engine/math/interpolation.hpp>
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#include <cmath>
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namespace scene {
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static float3 interpolate_direction(const float3& x, const float3& y, float a)
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{
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math::quaternion<float> q0 = math::rotation(config::global_forward, x);
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math::quaternion<float> q1 = math::rotation(config::global_forward, y);
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return math::normalize(math::slerp(q0, q1, a) * config::global_forward);
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}
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spot_light::spot_light():
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direction(config::global_forward, interpolate_direction),
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attenuation(float3{1, 0, 0}, math::lerp<float3, float>),
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cutoff(float2{math::pi<float>, math::pi<float>}, math::lerp<float2, float>),
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cosine_cutoff(float2{std::cos(math::pi<float>), std::cos(math::pi<float>)}, math::lerp<float2, float>)
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{}
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void spot_light::set_attenuation(const float3& attenuation)
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{
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this->attenuation[1] = attenuation;
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}
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void spot_light::set_cutoff(const float2& cutoff)
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{
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this->cutoff[1] = cutoff;
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this->cosine_cutoff[1] = {std::cos(cutoff.x()), std::cos(cutoff.y())};
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}
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void spot_light::update_tweens()
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{
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light::update_tweens();
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direction.update();
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attenuation.update();
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cutoff.update();
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cosine_cutoff.update();
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}
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void spot_light::transformed()
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{
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direction[1] = math::normalize(get_transform().rotation * config::global_forward);
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}
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} // namespace scene
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