-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include <stdexcept>
+#include <msp/gl/extensions/msp_legacy_features.h>
+#include <msp/strings/format.h>
#include "light.h"
+#include "lightunit.h"
+#include "matrix.h"
#include "misc.h"
+#include "programdata.h"
+
+using namespace std;
namespace Msp {
namespace GL {
Light::Light():
- ambient(0),
diffuse(1),
specular(1),
- x(0), y(0), z(1), w(0),
- sdx(0), sdy(0), sdz(-1),
+ position(0, 0, 1, 0),
+ spot_dir(0, 0, -1),
spot_exp(0),
spot_cutoff(180)
-{ }
+{
+ attenuation[0] = 1;
+ attenuation[1] = 0;
+ attenuation[2] = 0;
+}
+
+Light::~Light()
+{
+ while(LightUnit *unit = LightUnit::find_unit(this))
+ unbind_from(unit->get_index());
+}
-void Light::set_ambient(const Color &c)
+void Light::update_parameter(int mask, int index) const
{
- ambient=c;
+ if(index<0)
+ {
+ LightUnit *unit = LightUnit::find_unit(this);
+ if(!unit)
+ return;
+
+ index = unit->get_index();
+ }
+
+ GLenum l = GL_LIGHT0+index;
+ if(mask&DIFFUSE)
+ glLightfv(l, GL_DIFFUSE, &diffuse.r);
+ if(mask&SPECULAR)
+ glLightfv(l, GL_SPECULAR, &specular.r);
+ if(mask&POSITION)
+ glLightfv(l, GL_POSITION, &position.x);
+ if(mask&SPOT_DIR)
+ glLightfv(l, GL_SPOT_DIRECTION, &spot_dir.x);
+ if(mask&SPOT_EXP)
+ glLightf(l, GL_SPOT_EXPONENT, spot_exp);
+ if(mask&SPOT_CUTOFF)
+ glLightf(l, GL_SPOT_CUTOFF, spot_cutoff);
+ if(mask&ATTENUATION)
+ {
+ glLightf(l, GL_CONSTANT_ATTENUATION, attenuation[0]);
+ glLightf(l, GL_LINEAR_ATTENUATION, attenuation[1]);
+ glLightf(l, GL_QUADRATIC_ATTENUATION, attenuation[2]);
+ }
}
void Light::set_diffuse(const Color &c)
{
- diffuse=c;
+ diffuse = c;
+ update_parameter(DIFFUSE);
}
void Light::set_specular(const Color &c)
{
- specular=c;
+ specular = c;
+ update_parameter(SPECULAR);
+}
+
+void Light::set_position(const Vector4 &p)
+{
+ position = p;
+ update_parameter(POSITION);
+}
+
+void Light::set_spot_direction(const Vector3 &d)
+{
+ spot_dir = d;
+ update_parameter(SPOT_DIR);
+}
+
+void Light::set_spot_exponent(float e)
+{
+ spot_exp = e;
+ update_parameter(SPOT_EXP);
+}
+
+void Light::set_spot_cutoff(float c)
+{
+ spot_cutoff = c;
+ update_parameter(SPOT_CUTOFF);
}
-void Light::set_position(float x_, float y_, float z_, float w_)
+void Light::set_attenuation(float c, float l, float q)
{
- x=x_;
- y=y_;
- z=z_;
- w=w_;
+ attenuation[0] = c;
+ attenuation[1] = l;
+ attenuation[2] = q;
+ update_parameter(ATTENUATION);
}
-void Light::apply() const
+void Light::update_shader_data(ProgramData &shdata, const Matrix &view_matrix, unsigned i) const
{
- apply_to(current);
+ string base = format("light_sources[%d]", i);
+ shdata.uniform(base+".position", view_matrix*position);
+ shdata.uniform(base+".diffuse", diffuse);
+ shdata.uniform(base+".specular", specular);
}
-void Light::apply_to(unsigned l) const
+void Light::bind_to(unsigned i) const
{
- l+=GL_LIGHT0;
- enable(l);
- glLightfv(l, GL_AMBIENT, &ambient.r);
- glLightfv(l, GL_DIFFUSE, &diffuse.r);
- glLightfv(l, GL_SPECULAR, &specular.r);
- glLightfv(l, GL_POSITION, &x);
+ static Require _req(MSP_legacy_features);
+
+ LightUnit &unit = LightUnit::get_unit(i);
+ if(unit.set_light(this))
+ {
+ enable(GL_LIGHT0+unit.get_index());
+ update_parameter(-1, unit.get_index());
+ }
}
-unsigned Light::current=0;
+const Light *Light::current(unsigned i)
+{
+ return LightUnit::get_unit(i).get_light();
+}
+
+void Light::unbind_from(unsigned i)
+{
+ LightUnit &unit = LightUnit::get_unit(i);
+ if(unit.set_light(0))
+ disable(GL_LIGHT0+unit.get_index());
+}
} // namespace GL
} // namespace Msp