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;
+}
void Light::set_ambient(const Color &c)
{
specular=c;
}
-void Light::set_position(float x_, float y_, float z_, float w_)
+void Light::set_position(const Vector4 &p)
+{
+ position=p;
+}
+
+void Light::set_spot_direction(const Vector3 &d)
+{
+ spot_dir=d;
+}
+
+void Light::set_spot_exponent(float e)
+{
+ spot_exp=e;
+}
+
+void Light::set_spot_cutoff(float c)
+{
+ spot_cutoff=c;
+}
+
+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;
}
void Light::bind() const
glLightfv(l, GL_AMBIENT, &ambient.r);
glLightfv(l, GL_DIFFUSE, &diffuse.r);
glLightfv(l, GL_SPECULAR, &specular.r);
- glLightfv(l, GL_POSITION, &x);
+ glLightfv(l, GL_POSITION, &position.x);
+ glLightfv(l, GL_SPOT_DIRECTION, &spot_dir.x);
+ glLightf(l, GL_SPOT_EXPONENT, spot_exp);
+ glLightf(l, GL_SPOT_CUTOFF, spot_cutoff);
+ glLightf(l, GL_CONSTANT_ATTENUATION, attenuation[0]);
+ glLightf(l, GL_LINEAR_ATTENUATION, attenuation[1]);
+ glLightf(l, GL_QUADRATIC_ATTENUATION, attenuation[2]);
current_lights[current_unit]=this;
}
}