64 lines
2.0 KiB
C++
64 lines
2.0 KiB
C++
/* Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2016 Eric Wasylishen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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#include <light/settings.hh>
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glm::vec3 vec_from_mangle(const glm::vec3 &m)
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{
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const glm::vec3 tmp = m * static_cast<float>(Q_PI / 180.0f);
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const glm::vec3 v(cos(tmp[0]) * cos(tmp[1]),
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sin(tmp[0]) * cos(tmp[1]),
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sin(tmp[1]));
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return v;
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}
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glm::vec3 mangle_from_vec(const glm::vec3 &v)
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{
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const glm::vec3 up(0, 0, 1);
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const glm::vec3 east(1, 0, 0);
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const glm::vec3 north(0, 1, 0);
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// get rotation about Z axis
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float x = glm::dot(east, v);
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float y = glm::dot(north, v);
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float theta = atan2f(y, x);
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// get angle away from Z axis
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float cosangleFromUp = glm::dot(up, v);
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cosangleFromUp = qmin(qmax(-1.0f, cosangleFromUp), 1.0f);
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float radiansFromUp = acosf(cosangleFromUp);
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const glm::vec3 mangle = glm::vec3(theta, -(radiansFromUp - Q_PI/2.0), 0) * static_cast<float>(180.0f / Q_PI);
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return mangle;
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}
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/* detect colors with components in 0-1 and scale them to 0-255 */
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void
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normalize_color_format(vec3_t color)
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{
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if (color[0] >= 0 && color[0] <= 1 &&
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color[1] >= 0 && color[1] <= 1 &&
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color[2] >= 0 && color[2] <= 1)
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{
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VectorScale(color, 255, color);
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}
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}
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