paysages3d/src/render/software/LightStatus.cpp
2016-07-23 22:58:32 +02:00

60 lines
1.6 KiB
C++

#include "LightStatus.h"
#include "Color.h"
#include "LightComponent.h"
#include "LightingManager.h"
#include "SurfaceMaterial.h"
LightStatus::LightStatus(LightingManager *manager, const Vector3 &location, const Vector3 &eye, bool filtered) {
this->safety_offset = -0.0000001;
this->max_power = 0.0;
this->manager = manager;
this->location = location;
this->eye = eye;
this->filtered = filtered;
}
void LightStatus::pushComponent(LightComponent component) {
if (filtered) {
double power = component.color.getPower();
if (component.altered && (power < max_power * 0.05 || power < 0.001)) {
// Exclude filtered lights that are owerpowered by a previous one
return;
}
if (manager->alterLight(component, location.add(component.direction.scale(safety_offset)))) {
if (power > max_power) {
max_power = power;
}
components.push_back(component);
}
} else {
components.push_back(component);
}
}
Color LightStatus::apply(const Vector3 &normal, const SurfaceMaterial &material) {
Color final(0.0, 0.0, 0.0, 0.0);
for (auto component : components) {
final = final.add(manager->applyFinalComponent(component, eye, location, normal, material));
}
final.a = material.base->a;
return final;
}
Color LightStatus::getSum() const {
Color final = COLOR_BLACK;
for (auto component : components) {
final = final.add(component.color);
}
return final;
}
void LightStatus::setSafetyOffset(double safety_offset) {
this->safety_offset = -safety_offset;
}