BambuStudio/libigl/igl/opengl2/lens_flare.h

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2024-12-20 06:44:50 +00:00
// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#ifndef IGL_OPENGL2_LENS_FLARE_H
#define IGL_OPENGL2_LENS_FLARE_H
#include "../igl_inline.h"
#include "gl.h"
#include <Eigen/Core>
#include <vector>
namespace igl
{
namespace opengl2
{
struct Flare{
int type; /* flare texture index, 0..5 */
float scale;
float loc; /* position on axis */
float color[3];
Flare():
type(-1),
scale(0),
loc(0)
{}
Flare(int type, float location, float scale, const float color[3], float colorScale) :
type(type),
scale(scale),
loc(location)
{
this->color[0] = color[0] * colorScale;
this->color[1] = color[1] * colorScale;
this->color[2] = color[2] * colorScale;
}
};
// Initialize shared data for lens flates
//
// Inputs:
// start_id starting texture id location (should have at least id:id+16 free)
// Outputs:
// shine list of texture ids for shines
// flare list of texture ids for flares
IGL_INLINE void lens_flare_load_textures(
std::vector<GLuint> & shine_ids,
std::vector<GLuint> & flare_ids);
// Create a set of lens flares
//
// Inputs:
// A primary color
// B secondary color
// C secondary color
// Outputs:
// flares list of flare objects
IGL_INLINE void lens_flare_create(
const float * A,
const float * B,
const float * C,
std::vector<Flare> & flares);
// Draw lens flares
//
// Inputs:
// flares list of Flare objects
// shine_ids list of shine textures
// flare_ids list of flare texture ids
// light position of light
// near_clip near clipping plane
// shine_tic current "tic" in shine textures
// Outputs:
// shine_tic current "tic" in shine textures
IGL_INLINE void lens_flare_draw(
const std::vector<Flare> & flares,
const std::vector<GLuint> & shine_ids,
const std::vector<GLuint> & flare_ids,
const Eigen::Vector3f & light,
const float near_clip,
int & shine_tic);
}
};
#ifndef IGL_STATIC_LIBRARY
# include "lens_flare.cpp"
#endif
#endif