-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#ifndef MSP_GL_LIGHT_H_
#define MSP_GL_LIGHT_H_
namespace Msp {
namespace GL {
+class Matrix;
+class ProgramData;
+
+/**
+Stores properties of a single light source.
+
+Lights do not cast shadows by themselves. See ShadowMap for that.
+*/
class Light
{
private:
- Color ambient;
+ enum ParameterMask
+ {
+ DIFFUSE = 1,
+ SPECULAR = 2,
+ POSITION = 4,
+ SPOT_DIR = 8,
+ SPOT_EXP = 16,
+ SPOT_CUTOFF = 32,
+ ATTENUATION = 64
+ };
+
Color diffuse;
Color specular;
Vector4 position;
float spot_cutoff;
float attenuation[3];
- static unsigned current_unit;
- static std::vector<const Light *> current_lights;
-
public:
Light();
+ ~Light();
- void set_ambient(const Color &c);
+private:
+ void update_parameter(int, int = -1) const;
+
+public:
+ /** Sets the diffuse (direction-independent) color of the Light. Provided
+ to shaders with the name light_sources[i].diffuse. */
void set_diffuse(const Color &c);
+
+ /** Sets the specular (direction-dependent) color of the Light. Provided to
+ shaders with the name light_sources[i].diffuse. */
void set_specular(const Color &c);
- const Color &get_ambient() const { return ambient; }
+
const Color &get_diffuse() const { return diffuse; }
const Color &get_specular() const { return specular; }
+ /** Sets the position of the Light. For a directional light, set the xyz
+ components to a vector pointing towards the light and the w component to 0. */
void set_position(const Vector4 &);
+
const Vector4 &get_position() const { return position; }
+
void set_spot_direction(const Vector3 &);
void set_spot_exponent(float);
void set_spot_cutoff(float);
void set_attenuation(float, float, float);
const float *get_attenuation() const { return attenuation; }
- void bind() const;
- void bind_to(unsigned) const;
+ /** Updates a ProgramData object with the uniforms for the Light. A view
+ matrix and light source index must be passed in. */
+ void update_shader_data(ProgramData &, const Matrix &, unsigned) const;
- // Deprecated
- void set_position(float x, float y, float z, float w) { set_position(Vector4(x, y, z, w)); }
+ void bind() const { return bind_to(0); }
+ void bind_to(unsigned) const;
- static void activate(unsigned);
- static void unbind();
+ static const Light *current(unsigned = 0);
+ static void unbind() { return unbind_from(0); }
static void unbind_from(unsigned);
};