💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 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 <engine/scene/rectangle-light.hpp>
#include <engine/math/numbers.hpp>
namespace scene {
rectangle_light::rectangle_light()
{
transformed();
}
void rectangle_light::set_size(const math::fvec2& size)
{
set_scale({size.x(), size.y(), 1.0f});
}
void rectangle_light::transformed()
{
const auto& transform = get_transform();
// Update corner positions
// m_corners[0] = transform * math::fvec3{-0.5f, 0.0f, -0.5f};
// m_corners[1] = transform * math::fvec3{ 0.5f, 0.0f, -0.5f};
// m_corners[2] = transform * math::fvec3{ 0.5f, 0.0f, 0.5f};
// m_corners[3] = transform * math::fvec3{-0.5f, 0.0f, 0.5f};
m_corners[0] = transform * math::fvec3{-0.5f, -0.5f, 0.0f};
m_corners[1] = transform * math::fvec3{-0.5f, 0.5f, 0.0f};
m_corners[2] = transform * math::fvec3{ 0.5f, 0.5f, 0.0f};
m_corners[3] = transform * math::fvec3{ 0.5f, -0.5f, 0.0f};
// Update area
m_area = get_scale().x() * get_scale().y();
area_updated();
}
void rectangle_light::color_updated()
{
m_colored_luminous_flux = get_color() * m_luminous_flux;
m_colored_luminance = get_color() * m_luminance;
}
void rectangle_light::area_updated() noexcept
{
// Calculate luminance from luminous flux
m_luminance = m_luminous_flux / (m_area * math::pi<float>);
m_colored_luminance = get_color() * m_luminance;
}
void rectangle_light::luminous_flux_updated() noexcept
{
m_colored_luminous_flux = get_color() * m_luminous_flux;
// Calculate luminance from luminous flux
m_luminance = m_luminous_flux / (m_area * math::pi<float>);
m_colored_luminance = get_color() * m_luminance;
}
void rectangle_light::luminance_updated() noexcept
{
m_colored_luminance = get_color() * m_luminance;
// Calculate luminous flux from luminance
m_luminous_flux = m_luminance * (m_area * math::pi<float>);
m_colored_luminous_flux = get_color() * m_luminous_flux;
}
} // namespace scene