1 /*
2 Copyright (c) 2015 Timur Gafarov
3 
4 Boost Software License - Version 1.0 - August 17th, 2003
5 
6 Permission is hereby granted, free of charge, to any person or organization
7 obtaining a copy of the software and accompanying documentation covered by
8 this license (the "Software") to use, reproduce, display, distribute,
9 execute, and transmit the Software, and to prepare derivative works of the
10 Software, and to permit third-parties to whom the Software is furnished to
11 do so, all subject to the following:
12 
13 The copyright notices in the Software and this entire statement, including
14 the above license grant, this restriction and the following disclaimer,
15 must be included in all copies of the Software, in whole or in part, and
16 all derivative works of the Software, unless such copies or derivative
17 works are solely in the form of machine-executable object code generated by
18 a source language processor.
19 
20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
23 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
24 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
25 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
26 DEALINGS IN THE SOFTWARE.
27 */
28 
29 module dgl.graphics.lightmanager;
30 
31 import derelict.opengl.gl;
32 
33 import dlib.core.memory;
34 import dlib.math.vector;
35 import dlib.image.color;
36 import dlib.container.array;
37 
38 import dgl.core.interfaces;
39 import dgl.graphics.object3d;
40 
41 public import dgl.graphics.light;
42 
43 class LightManager: Modifier3D, Drawable
44 {
45     DynamicArray!Light lights;
46     uint maxLightsPerObject = 4;
47     bool lightsVisible = false;
48     bool lightsOn = true;
49 
50     Light addLight(Light light)
51     {
52         lights.append(light);
53         return light;
54     }
55 
56     Light addPointLight(Vector3f position)
57     {
58         Light light = pointLight(
59             position,
60             Color4f(1.0f, 1.0f, 1.0f, 1.0f),
61             Color4f(0.1f, 0.1f, 0.1f, 1.0f));
62         lights.append(light);
63         return light;
64     }
65 
66     void bind(Object3D obj, double dt)
67     {
68         glEnable(GL_LIGHTING);
69         apply(obj.getPosition);
70     }
71 
72     void unbind(Object3D obj)
73     {
74         foreach(i; 0..maxLightsPerObject)
75             glDisable(GL_LIGHT0 + i);
76         glDisable(GL_LIGHTING);
77     }
78 
79     void calcBrightness(Light light, Vector3f objPos)
80     {
81         if (!light.enabled && !light.forceOn)
82         {
83             light.brightness = 0.0f;
84         }
85         else
86         {
87             Vector3f d = (light.position.xyz - objPos);
88             float quadraticAttenuation = d.lengthsqr;
89             //if (quadraticAttenuation > 100.0f)
90             //    light.brightness = 0.0f;
91             //else
92                 light.brightness = 1.0f / quadraticAttenuation;
93         }
94     }
95 
96     void sortLights()
97     {
98         size_t j = 0;
99         Light tmp;
100 
101         auto ldata = lights.data;
102 
103         foreach(i, v; ldata)
104         {
105             j = i;
106             size_t k = i;
107 
108             while (k < ldata.length)
109             {
110                 float b1 = ldata[j].brightness;
111                 float b2 = ldata[k].brightness;
112                 if (b2 > b1)
113                     j = k;
114                 k++;
115             }
116 
117             tmp = ldata[i];
118             ldata[i] = ldata[j];
119             ldata[j] = tmp;
120         }
121     }
122 
123     void apply(Vector3f objPos)
124     {
125         auto ldata = lights.data;
126 
127         foreach(light; ldata)
128             if (lightsOn || light.forceOn)
129                 calcBrightness(light, objPos);
130 
131         sortLights();
132 
133         foreach(i; 0..maxLightsPerObject)
134         if (i < lights.length)
135         {
136             auto light = ldata[i];
137             if (light.enabled && (lightsOn || light.forceOn))
138             {
139                 glEnable(GL_LIGHT0 + i);
140                 glLightfv(GL_LIGHT0 + i, GL_POSITION, light.position.arrayof.ptr);
141 				glLightfv(GL_LIGHT0 + i, GL_SPECULAR, light.diffuseColor.arrayof.ptr);
142                 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light.diffuseColor.arrayof.ptr);
143                 glLightfv(GL_LIGHT0 + i, GL_AMBIENT, light.ambientColor.arrayof.ptr);
144                 glLightf( GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, light.constantAttenuation);
145                 glLightf( GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light.linearAttenuation);
146                 glLightf( GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, light.quadraticAttenuation);
147             }
148 			else
149 			{
150 			    Vector4f p = Vector4f(0, 0, 0, 2);
151 			    glLightfv(GL_LIGHT0 + i, GL_POSITION, p.arrayof.ptr);
152 			}
153         }
154     }
155 
156     void unapply()
157     {
158         foreach(i; 0..maxLightsPerObject)
159             glDisable(GL_LIGHT0 + i);
160     }
161 
162     void draw(double dt)
163     {
164         // Draw lights
165         if (lightsVisible)
166         {
167             glPointSize(5.0f);
168             foreach(light; lights.data)
169             if (light.debugDraw)
170             {
171                 glColor4fv(light.diffuseColor.arrayof.ptr);
172                 glBegin(GL_POINTS);
173                 glVertex3fv(light.position.arrayof.ptr);
174                 glEnd();
175             }
176             glPointSize(1.0f);
177         }
178     }
179 
180     void free()
181     {
182         Delete(this);
183     }
184 
185     ~this()
186     {
187         foreach(light; lights.data)
188             light.free();
189         lights.free();
190     }
191 }