attenuation[2] = 0;
}
+void Light::update_parameter(int mask, int index) const
+{
+ 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;
+ update_parameter(DIFFUSE);
}
void Light::set_specular(const Color &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_attenuation(float c, float l, float q)
attenuation[0] = c;
attenuation[1] = l;
attenuation[2] = q;
+ update_parameter(ATTENUATION);
}
void Light::bind_to(unsigned i) const
LightUnit &unit = LightUnit::get_unit(i);
if(unit.set_light(this))
{
- GLenum l = GL_LIGHT0+unit.get_index();
- enable(l);
- glLightfv(l, GL_DIFFUSE, &diffuse.r);
- glLightfv(l, GL_SPECULAR, &specular.r);
- 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]);
+ enable(GL_LIGHT0+unit.get_index());
+ update_parameter(-1, unit.get_index());
}
}