2 #include <msp/strings/format.h>
6 #include "programdata.h"
19 spot_cutoff(Geometry::Angle<float>::straight()),
27 void Light::update_matrix()
30 if(20*abs(direction.z)>abs(direction.x)+abs(direction.y))
34 Vector3 right_dir = normalize(cross(direction, up_dir));
37 columns[0] = compose(right_dir, 0.0f);
38 columns[1] = compose(cross(right_dir, direction), 0.0f);
39 columns[2] = compose(-direction, 0.0f);
40 columns[3] = position;
41 matrix = Matrix::from_columns(columns);
44 void Light::set_color(const Color &c)
50 void Light::set_transmittance(const Color &t)
56 void Light::set_matrix(const Matrix &m)
58 Placeable::set_matrix(m);
59 position = matrix.column(3);
60 spot_dir = normalize(-matrix.column(2).slice<3>(0));
61 direction = (position.w ? spot_dir : normalize(-position.slice<3>(0)));
66 void Light::set_position(const Vector4 &p)
70 direction = normalize(-position.slice<3>(0));
75 void Light::set_spot_direction(const Vector3 &d)
77 spot_dir = normalize(d);
84 void Light::set_spot_exponent(float e)
87 throw invalid_argument("Light::set_spot_exponent");
93 void Light::set_spot_cutoff(const Geometry::Angle<float> &c)
95 if(c<Geometry::Angle<float>::zero() || (c>Geometry::Angle<float>::right() && c!=Geometry::Angle<float>::straight()))
96 throw invalid_argument("Light::set_spot_cutoff");
102 void Light::disable_spot_cutoff()
104 set_spot_cutoff(Geometry::Angle<float>::straight());
108 void Light::set_attenuation(float c, float l, float q)
116 void Light::update_shader_data(ProgramData &shdata, unsigned i) const
118 string base = format("light_sources[%d]", i);
119 shdata.uniform(base+".position", position);
120 shdata.uniform(base+".color", color.r*transmittance.r, color.g*transmittance.g, color.b*transmittance.b);
121 shdata.uniform(base+".enabled", 1);
125 Light::Loader::Loader(Light &l):
126 DataFile::ObjectLoader<Light>(l)
128 add("attenuation", &Loader::attenuation);
129 add("color", &Loader::color);
130 add("position", &Loader::position);
131 add("spot_direction", &Loader::spot_direction);
132 add("spot_exponent", &Loader::spot_exponent);
133 add("spot_cutoff", &Loader::spot_cutoff);
136 add("diffuse", &Loader::color);
140 void Light::Loader::attenuation(float c, float l, float q)
142 obj.set_attenuation(c, l, q);
145 void Light::Loader::color(float r, float g, float b)
147 obj.set_color(Color(r, g, b));
150 void Light::Loader::position(float x, float y, float z, float w)
152 obj.set_position(Vector4(x, y, z, w));
155 void Light::Loader::spot_direction(float x, float y, float z)
157 obj.set_spot_direction(Vector3(x, y, z));
160 void Light::Loader::spot_exponent(float e)
162 obj.set_spot_exponent(e);
165 void Light::Loader::spot_cutoff(float c)
167 obj.set_spot_cutoff(Geometry::Angle<float>::from_degrees(c));