+ 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);
+ const Vector3 &get_spot_direction() const { return spot_dir; }
+ float get_spot_exponent() const { return spot_exp; }
+ float get_spot_cutoff() const { return spot_cutoff; }
+ void set_attenuation(float, float, float);
+ const float *get_attenuation() const { return attenuation; }
+
+ /** 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;
+
+ void bind() const { return bind_to(0); }
+ void bind_to(unsigned) const;
+
+ static const Light *current(unsigned = 0);
+ static void unbind() { return unbind_from(0); }
+ static void unbind_from(unsigned);