public Light(float px, float py, float pz, float lx, float ly, float lz, float upx, float upy, float upz, float hfov, Raster r) { lightType = SHADER; float t, ux, uy, uz, vx, vy, vz; x = px; y = py; z = pz; ir = 0; ig = 0; ib = 0; lx = lx - x; ly = ly - y; lz = lz - z; t = (float)(1 / Math.sqrt(lx*lx + ly*ly + lz*lz)); lx *= t; ly *= t; lz *= t; ux = ly*upz - lz*upy; uy = lz*upx - lx*upz; uz = lx*upy - ly*upx; t = (float)(1 / Math.sqrt(ux*ux + uy*uy + uz*uz)); ux *= t; uy *= t; uz *= t; vx = ly*uz - lz*uy; vy = lz*ux - lx*uz; vz = lx*uy - ly*ux; t = (float)(1 / Math.sqrt(vx*vx + vy*vy + vz*vz)); vx *= t; vy *= t; vz *= t; t = (float)(1 / (2*Math.tan((0.5*hfov)*Math.PI/180))); lx = lx*t - 0.5f*(ux + vx); ly = ly*t - 0.5f*(uy + vy); lz = lz*t - 0.5f*(uz + vz); setProjective(lx, ly, lz, ux, uy, uz, vx, vy, vz); // Inverts matrix lightTexture = r; } |
||||||
![]() |
Lecture 20 | Slide 7 | 6.837 Fall '00 | ![]() |