Package codechicken.lib.lighting

Source Code of codechicken.lib.lighting.LightModel$Light

package codechicken.lib.lighting;

import codechicken.lib.render.CCRenderState;
import codechicken.lib.vec.Rotation;
import codechicken.lib.vec.Vector3;

public class LightModel implements CCRenderState.IVertexOperation
{
    public static final int operationIndex = CCRenderState.registerOperation();

    public static class Light
    {
        public Vector3 ambient = new Vector3();
        public Vector3 diffuse = new Vector3();
        public Vector3 position;

        public Light(Vector3 pos) {
            position = pos.copy().normalize();
        }

        public Light setDiffuse(Vector3 vec) {
            diffuse.set(vec);
            return this;
        }

        public Light setAmbient(Vector3 vec) {
            ambient.set(vec);
            return this;
        }
    }
   
    public static LightModel standardLightModel;
    static {
        standardLightModel = new LightModel()
                .setAmbient(new Vector3(0.4, 0.4, 0.4))
                .addLight(new Light(new Vector3(0.2, 1, -0.7))
                        .setDiffuse(new Vector3(0.6, 0.6, 0.6)))
                .addLight(new Light(new Vector3(-0.2, 1, 0.7))
                        .setDiffuse(new Vector3(0.6, 0.6, 0.6)));
    }
   
    private Vector3 ambient = new Vector3();
    private Light[] lights = new Light[8];
    private int lightCount;

    public LightModel addLight(Light light) {
        lights[lightCount++] = light;
        return this;
    }

    public LightModel setAmbient(Vector3 vec) {
        ambient.set(vec);
        return this;
    }

    /**
     * @param colour The pre-lighting vertex colour. RGBA format
     * @param normal The normal at the vertex
     * @return The lighting applied colour
     */
    public int apply(int colour, Vector3 normal) {
        Vector3 n_colour = ambient.copy();
        for (int l = 0; l < lightCount; l++) {
            Light light = lights[l];
            double n_l = light.position.dotProduct(normal);
            double f = n_l > 0 ? 1 : 0;
            n_colour.x += light.ambient.x + f * light.diffuse.x * n_l;
            n_colour.y += light.ambient.y + f * light.diffuse.y * n_l;
            n_colour.z += light.ambient.z + f * light.diffuse.z * n_l;
        }

        if (n_colour.x > 1)
            n_colour.x = 1;
        if (n_colour.y > 1)
            n_colour.y = 1;
        if (n_colour.z > 1)
            n_colour.z = 1;

        n_colour.multiply((colour >>> 24) / 255D, (colour >> 16 & 0xFF) / 255D, (colour >> 8 & 0xFF) / 255D);
        return (int) (n_colour.x * 255) << 24 | (int) (n_colour.y * 255) << 16 | (int) (n_colour.z * 255) << 8 | colour & 0xFF;
    }

    @Override
    public boolean load() {
        if(!CCRenderState.computeLighting)
            return false;

        CCRenderState.pipeline.addDependency(CCRenderState.normalAttrib);
        CCRenderState.pipeline.addDependency(CCRenderState.colourAttrib);
        return true;
    }

    @Override
    public void operate() {
        CCRenderState.setColour(apply(CCRenderState.colour, CCRenderState.normal));
    }

    @Override
    public int operationID() {
        return operationIndex;
    }

    public PlanarLightModel reducePlanar() {
        int[] colours = new int[6];
        for (int i = 0; i < 6; i++)
            colours[i] = apply(-1, Rotation.axes[i]);
        return new PlanarLightModel(colours);
    }
}
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