}
}
+void Light::update_matrix()
+{
+ Vector3 up_dir;
+ if(20*abs(direction.z)>abs(direction.x)+abs(direction.y))
+ up_dir.y = 1;
+ else
+ up_dir.z = 1;
+ Vector3 right_dir = normalize(cross(direction, up_dir));
+
+ Vector4 columns[4];
+ columns[0] = compose(right_dir, 0.0f);
+ columns[1] = compose(cross(right_dir, direction), 0.0f);
+ columns[2] = compose(-direction, 0.0f);
+ columns[3] = position;
+ matrix = Matrix::from_columns(columns);
+}
+
void Light::set_diffuse(const Color &c)
{
diffuse = c;
update_parameter(SPECULAR);
}
+void Light::set_matrix(const Matrix &m)
+{
+ Placeable::set_matrix(m);
+ position = matrix.column(3);
+ spot_dir = normalize(-matrix.column(2).slice<3>(0));
+ direction = (position.w ? spot_dir : normalize(-position.slice<3>(0)));
+ update_parameter(POSITION|SPOT_DIR);
+ update_matrix();
+}
+
void Light::set_position(const Vector4 &p)
{
position = p;
update_parameter(POSITION);
+ if(!position.w)
+ direction = normalize(-position.slice<3>(0));
+ update_matrix();
}
void Light::set_spot_direction(const Vector3 &d)
{
spot_dir = normalize(d);
+ if(position.w)
+ direction = spot_dir;
update_parameter(SPOT_DIR);
+ update_matrix();
}
void Light::set_spot_exponent(float e)
disable(GL_LIGHT0+unit.get_index());
}
+
+Light::Loader::Loader(Light &l):
+ DataFile::ObjectLoader<Light>(l)
+{
+ add("attenuation", &Loader::attenuation);
+ add("diffuse", &Loader::diffuse);
+ add("position", &Loader::position);
+ add("specular", &Loader::specular);
+ add("spot_direction", &Loader::spot_direction);
+ add("spot_exponent", &Loader::spot_exponent);
+ add("spot_cutoff", &Loader::spot_cutoff);
+}
+
+void Light::Loader::attenuation(float c, float l, float q)
+{
+ obj.set_attenuation(c, l, q);
+}
+
+void Light::Loader::diffuse(float r, float g, float b)
+{
+ obj.set_diffuse(Color(r, g, b));
+}
+
+void Light::Loader::position(float x, float y, float z, float w)
+{
+ obj.set_position(Vector4(x, y, z, w));
+}
+
+void Light::Loader::specular(float r, float g, float b)
+{
+ obj.set_specular(Color(r, g, b));
+}
+
+void Light::Loader::spot_direction(float x, float y, float z)
+{
+ obj.set_spot_direction(Vector3(x, y, z));
+}
+
+void Light::Loader::spot_exponent(float e)
+{
+ obj.set_spot_exponent(e);
+}
+
+void Light::Loader::spot_cutoff(float c)
+{
+ obj.set_spot_cutoff(Geometry::Angle<float>::from_degrees(c));
+}
+
} // namespace GL
} // namespace Msp