/******************************************************************/ /* This file is part of the homework assignments for CSCI-427/527 */ /* at The College of William & Mary and authored by Pieter Peers. */ /* No part of this file, whether altered or in original form, can */ /* be distributed or used outside the context of CSCI-427/527 */ /* without consent of either the College of William & Mary or */ /* Pieter Peers. */ /******************************************************************/ #include #include "errorMessage.h" #include "random_number.h" #include "sceneIO_core.h" #include "sceneIO_basis.h" #include "sceneIO_light.h" #include "sceneIO_texture.h" #include "sceneIO_material.h" #include "sceneIO_geometry.h" #include "spotLightsource.h" #include "areaLightsource.h" #include "pointLightsource.h" #include "directionalLightsource.h" #include "lightsourceGeometry.h" static std::shared_ptr importDirectionalLight(const XMLNode& node) { // get properties vec3d direction = getVec3d(node, "direction", vec3d(0.0f, 0.0f, 1.0f)); color power = getColor(node, "power", color(1.0f, 1.0f, 1.0f)); // Done. return std::shared_ptr( new directionalLightsource( direction, power)); } static std::shared_ptr importPointLight(const XMLNode& node) { // get properties vec3d position = getVec3d(node, "position", vec3d(0.0f, 0.0f, 0.0f)); color power = getColor(node, "power", color(1.0f, 1.0f, 1.0f)); vec3d attenuation = getVec3d(node, "attenuation", vec3d(0.0f, 0.0f, 1.0f)); // Done return std::shared_ptr( new pointLightsource(position, power, attenuation)); } static std::shared_ptr importSpotLight(const XMLNode& node) { // Get properties vec3d position = getVec3d(node, "position", vec3d(0.0f, 0.0f, 0.0f)); vec3d direction = getVec3d(node, "direction", vec3d(0.0f, 0.0f, 1.0f)); float cutoff = getFloat(node, "cutoff", 30.0f); float sharpness = getFloat(node, "sharpness", 1.0f); color power = getColor(node, "power", color(1.0f, 1.0f, 1.0f)); vec3d attenuation = getVec3d(node, "attenuation", vec3d(0.0f, 0.0f, 1.0f)); // Done. return std::shared_ptr(new spotLightsource( position, direction, cutoff, sharpness, power, attenuation )); } static std::shared_ptr importAreaLight(const XMLNode& node, nodeCache& shape_cache, nodeCache& shader_cache, nodeCache& texture_cache, const std::string& rootDir) { // get properties color power = getColor(node, "power", color(1.0f, 1.0f, 1.0f)); vec3d attenuation = getVec3d(node, "attenuation", vec3d(0.0f, 0.0f, 1.0f)); // node properties std::shared_ptr reflectanceMaterial; std::shared_ptr geometry; // get children for(XMLNode child = node.firstChild(); child.isValid(); child++) { std::string name = child.name(); // general child nodes auto tempMat = importMaterial(child, shader_cache, texture_cache, rootDir); auto tempGeom = importGeometry(child, shape_cache, shader_cache, texture_cache, rootDir); // specific child nodes if(tempMat) reflectanceMaterial = tempMat; else if(tempGeom) geometry = tempGeom; else errorMessage("Unknown child-node in areaLightsource (%s).", name.c_str()); } // produce warning if shader defined on the geometry if(geometry && geometry->hasShader() && !reflectanceMaterial) warningMessage("Any shader defined on the geometry are ignored in AreaLightsource. Define a reflectance material explicitely in AreaLightsource instead."); // Create // 1) light source // 2) light source geometry std::shared_ptr ls( new areaLightsource(power, geometry, attenuation) ); std::shared_ptr lsShape( new lightsourceGeometry(geometry, ls, reflectanceMaterial) ); // Add lsShape to shape_cache char id[32]; sprintf(id, "lightgeometry-%u", random_int()); shape_cache.add(std::string(id), lsShape); // Done. return ls; } std::shared_ptr importLight(const XMLNode& node, nodeCache& shape_cache, nodeCache& shader_cache, nodeCache& texture_cache, const std::string& rootDir) { // sanity check assert(node.name() == "light"); // get light source type std::string type = getString(node, "type", "directional"); // create light source std::shared_ptr ls; if(type == "directional") ls = importDirectionalLight(node); else if(type == "point") ls = importPointLight(node); else if(type == "spot") ls = importSpotLight(node); else if(type == "area") ls = importAreaLight(node, shape_cache, shader_cache, texture_cache, rootDir); else errorMessage("Unknown light source type (%s)", type.c_str()); // Done. return ls; }