Initial commit
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160
source/engine/light.c
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160
source/engine/light.c
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#include <light.h>
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#include <stdbool.h>
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/*
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void Light::serialize(FILE * file)
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{
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GameObject::serialize(file);
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SerializeFloat(file, &strength);
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SerializeVec3(file, (float *) &color);
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SerializeBool(file, &dynamic);
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}
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void Light::deserialize(FILE * file)
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{
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GameObject::deserialize(file);
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DeserializeFloat(file, &strength);
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DeserializeVec3(file, (float *) &color);
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DeserializeBool(file, &dynamic);
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}
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static const mfloat_t dlight_init_rot[3] = { 80.f, 120.f, 165.f };
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struct mDirectionalLight *dLight = NULL;
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struct mDirectionalLight *MakeDLight()
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{
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if (dLight != NULL) {
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dLight =
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(struct mDirectionalLight *)
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malloc(sizeof(struct mDirectionalLight));
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quat_from_euler(dLight->light.obj.transform.rotation,
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dlight_init_rot);
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return dLight;
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}
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return dLight;
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}
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void dlight_prepshader(struct mDirectionalLight *light,
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struct mShader *shader)
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{
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mfloat_t fwd[3] = { 0.f };
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trans_forward(fwd, &light->light.obj.transform);
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shader_setvec3(shader, "dirLight.direction", fwd);
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shader_setvec3(shader, "dirLight.color", light->light.color);
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shader_setfloat(shader, "dirLight.strength", light->light.strength);
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}
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static struct mPointLight *pointLights[4];
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static int numLights = 0;
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struct mPointLight *MakePointlight()
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{
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if (numLights < 4) {
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struct mPointLight *light =
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(struct mPointLight *) malloc(sizeof(struct mPointLight));
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pointLights[numLights++] = light;
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light->light.strength = 0.2f;
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light->constant = 1.f;
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light->linear = 0.9f;
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light->quadratic = 0.032f;
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return light;
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}
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return NULL;
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}
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static void prepstring(char *buffer, char *prepend, const char *append)
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{
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snprintf(buffer, 100, "%s%s", prepend, append);
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}
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void pointlights_prepshader(struct mShader *shader)
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{
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for (int i = 0; i < numLights; i++)
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pointlight_prepshader(pointLights[i], shader, i);
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}
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void pointlight_prepshader(struct mPointLight *light,
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struct mShader *shader, int num)
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{
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shader_use(shader);
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char prepend[100] = { '\0' };
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snprintf(prepend, 100, "%s%d%s", "pointLights[", num, "].");
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char str[100] = { '\0' };
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prepstring(str, prepend, "position");
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shader_setvec3(shader, str, light->light.obj.transform.position);
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prepstring(str, prepend, "constant");
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shader_setfloat(shader, str, light->constant);
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prepstring(str, prepend, "linear");
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shader_setfloat(shader, str, light->linear);
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prepstring(str, prepend, "quadratic");
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shader_setfloat(shader, str, light->quadratic);
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prepstring(str, prepend, "strength");
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shader_setfloat(shader, str, light->light.strength);
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prepstring(str, prepend, "color");
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shader_setvec3(shader, str, light->light.color);
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}
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static struct mSpotLight *spotLights[4];
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static int numSpots = 0;
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struct mSpotLight *MakeSpotlight()
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{
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if (numSpots < 4) {
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struct mSpotLight *light =
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(struct mSpotLight *) malloc(sizeof(struct mSpotLight));
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spotLights[numSpots++] = light;
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return light;
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}
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return NULL;
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}
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void spotlights_prepshader(struct mShader *shader)
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{
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for (int i = 0; i < numSpots; i++)
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spotlight_prepshader(spotLights[i], shader, i);
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}
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void spotlight_prepshader(struct mSpotLight *light, struct mShader *shader,
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int num)
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{
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mfloat_t fwd[3] = { 0.f };
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trans_forward(fwd, &light->light.obj.transform);
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shader_use(shader);
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shader_setvec3(shader, "spotLight.position",
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light->light.obj.transform.position);
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shader_setvec3(shader, "spotLight.direction", fwd);
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shader_setvec3(shader, "spotLight.color", light->light.color);
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shader_setfloat(shader, "spotLight.strength", light->light.strength);
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shader_setfloat(shader, "spotLight.cutoff", light->cutoff);
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shader_setfloat(shader, "spotLight.distance", light->distance);
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shader_setfloat(shader, "spotLight.outerCutoff", light->outerCutoff);
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shader_setfloat(shader, "spotLight.linear", light->linear);
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shader_setfloat(shader, "spotLight.quadratic", light->quadratic);
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shader_setfloat(shader, "spotLight.constant", light->constant);
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}
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*/
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