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LightSource.cpp
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#include "LightSource.h"
#include <random>
#include "Utils.h"
#include "Interface.h"
#include "GameObject.h"
#include "AABB.h"
CLightSources::CLightSources(const std::string& vGameObjectName, int vExecutionOrder) : IGameObject(vGameObjectName, vExecutionOrder)
{
}
CLightSources::~CLightSources()
{
}
void CLightSources::initV()
{
auto pSponza = ElayGraphics::ResourceManager::getGameObjectByName("Sponza");
auto pSponzaAABB = pSponza->getAABB();
auto& MinCorner = pSponzaAABB->getMin();
auto& MaxCorner = pSponzaAABB->getMax();
float SponzaVolume = pSponzaAABB->getVolume();
float LightRadius = 0.5f;
std::default_random_engine RandomEngine;
std::uniform_real_distribution<float> UniformFloat01(0.0f, 1.0f);
std::uniform_real_distribution<float> UniformFloat(0.4f, 0.7f);
std::uniform_real_distribution<float> UniformFloatX(MinCorner.x, MaxCorner.x);
std::uniform_real_distribution<float> UniformFloatY(MinCorner.y, MaxCorner.y);
std::uniform_real_distribution<float> UniformFloatZ(MinCorner.z, MaxCorner.z);
glm::vec4 ColorAndRadius, Position;
for (int i = 0; i < m_LightNum; ++i)
{
Position = { UniformFloatX(RandomEngine),UniformFloatY(RandomEngine),UniformFloatZ(RandomEngine), 1 };
hueToRGB(UniformFloat01(RandomEngine)*UniformFloat(RandomEngine), ColorAndRadius);
ColorAndRadius.w = LightRadius;
m_LightSources.push_back({ Position,ColorAndRadius });
}
ElayGraphics::ResourceManager::registerSharedData("LightSources", m_LightSources.data());
ElayGraphics::ResourceManager::registerSharedData("LightLightSourcesByteSize", m_LightSources.size() * sizeof(SPointLight));
ElayGraphics::ResourceManager::registerSharedData("LightNum", m_LightSources.size());
}
void CLightSources::updateV()
{
}