//---------------------------------------------------------------- // // Name: SHCoeffs.h // Last Update: 25/11/03 // Author: Rich Cross // Contact: rich@0ad.wildfiregames.com // // Description: implementation of 9 component spherical harmonic // lighting //---------------------------------------------------------------- #include "SHCoeffs.h" CSHCoeffs::CSHCoeffs() { for (int i=0;i<9;i++) { _data[i].Clear(); } } void CSHCoeffs::AddAmbientLight(const RGBColor& color) { _data[0]+=color; } void CSHCoeffs::AddDirectionalLight(const CVector3D& lightDir,const RGBColor& lightColor) { CVector3D dirToLight(-lightDir.X,-lightDir.Y,-lightDir.Z); const float normalisation = PI*16/17; const float c1 = SQR(0.282095f) * normalisation * 1.0f; const float c2 = SQR(0.488603f) * normalisation * (2.0f/3.0f); const float c3 = SQR(1.092548f) * normalisation * (1.0f/4.0f); const float c4 = SQR(0.315392f) * normalisation * (1.0f/4.0f); const float c5 = SQR(0.546274f) * normalisation * (1.0f/4.0f); _data[0]+=lightColor*c1; _data[1]+=lightColor*c2*dirToLight.X; _data[2]+=lightColor*c2*dirToLight.Y; _data[3]+=lightColor*c2*dirToLight.Z; _data[4]+=lightColor*c3*dirToLight.X*dirToLight.Z; _data[5]+=lightColor*c3*dirToLight.Z*dirToLight.Y; _data[6]+=lightColor*c3*dirToLight.Y*dirToLight.X; _data[7]+=lightColor*c4*(3.0f*SQR(dirToLight.Z)-1.0f); _data[8]+=lightColor*c5*(SQR(dirToLight.X)-SQR(dirToLight.Y)); } void CSHCoeffs::Evaluate(const CVector3D& normal,RGBColor& color) { #if 1 color=_data[0]; color+=_data[1]*normal.X; color+=_data[2]*normal.Y; color+=_data[3]*normal.Z; color+=_data[4]*(normal.X*normal.Z); color+=_data[5]*(normal.Z*normal.Y); color+=_data[6]*(normal.Y*normal.X); color+=_data[7]*(3*SQR(normal.Z)-1.0f); color+=_data[8]*(SQR(normal.X)-SQR(normal.Y)); #else // debug aid: output quantised normal color=RGBColor((normal.X+1)*0.5,(normal.Y+1)*0.5,(normal.Z+1)*0.5); #endif }