#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"
attenuation[2] = 0;
}
-Light::~Light()
+void Light::update_matrix()
{
- while(LightUnit *unit = LightUnit::find_unit(this))
- unbind_from(unit->get_index());
-}
-
-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();
- }
+ Vector3 up_dir;
+ if(20*abs(direction.z)>abs(direction.x)+abs(direction.y))
+ up_dir.y = 1;
+ else
+ up_dir.z = 1;
+ Vector3 right_dir = normalize(cross(direction, up_dir));
- 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.degrees());
- if(mask&ATTENUATION)
- {
- glLightf(l, GL_CONSTANT_ATTENUATION, attenuation[0]);
- glLightf(l, GL_LINEAR_ATTENUATION, attenuation[1]);
- glLightf(l, GL_QUADRATIC_ATTENUATION, attenuation[2]);
- }
+ Vector4 columns[4];
+ columns[0] = compose(right_dir, 0.0f);
+ columns[1] = compose(cross(right_dir, direction), 0.0f);
+ columns[2] = compose(-direction, 0.0f);
+ columns[3] = position;
+ matrix = Matrix::from_columns(columns);
}
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_matrix(const Matrix &m)
+{
+ Placeable::set_matrix(m);
+ position = matrix.column(3);
+ spot_dir = normalize(-matrix.column(2).slice<3>(0));
+ direction = (position.w ? spot_dir : normalize(-position.slice<3>(0)));
+ update_matrix();
}
void Light::set_position(const Vector4 &p)
{
position = p;
- update_parameter(POSITION);
+ if(!position.w)
+ direction = normalize(-position.slice<3>(0));
+ update_matrix();
}
void Light::set_spot_direction(const Vector3 &d)
{
spot_dir = normalize(d);
- update_parameter(SPOT_DIR);
+ if(position.w)
+ direction = spot_dir;
+ update_matrix();
}
void Light::set_spot_exponent(float e)
throw invalid_argument("Light::set_spot_exponent");
spot_exp = e;
- update_parameter(SPOT_EXP);
-}
-
-void Light::set_spot_cutoff(float c)
-{
- set_spot_cutoff(Geometry::Angle<float>::from_degrees(c));
}
void Light::set_spot_cutoff(const Geometry::Angle<float> &c)
throw invalid_argument("Light::set_spot_cutoff");
spot_cutoff = c;
- update_parameter(SPOT_CUTOFF);
}
void Light::disable_spot_cutoff()
attenuation[0] = c;
attenuation[1] = l;
attenuation[2] = q;
- update_parameter(ATTENUATION);
}
void Light::update_shader_data(ProgramData &shdata, const Matrix &view_matrix, unsigned i) const
shdata.uniform(base+".specular", specular);
}
-void Light::bind_to(unsigned i) const
+
+Light::Loader::Loader(Light &l):
+ DataFile::ObjectLoader<Light>(l)
{
- static Require _req(MSP_legacy_features);
+ add("attenuation", &Loader::attenuation);
+ add("diffuse", &Loader::diffuse);
+ add("position", &Loader::position);
+ add("specular", &Loader::specular);
+ add("spot_direction", &Loader::spot_direction);
+ add("spot_exponent", &Loader::spot_exponent);
+ add("spot_cutoff", &Loader::spot_cutoff);
+}
- LightUnit &unit = LightUnit::get_unit(i);
- if(unit.set_light(this))
- {
- enable(GL_LIGHT0+unit.get_index());
- update_parameter(-1, unit.get_index());
- }
+void Light::Loader::attenuation(float c, float l, float q)
+{
+ obj.set_attenuation(c, l, q);
+}
+
+void Light::Loader::diffuse(float r, float g, float b)
+{
+ obj.set_diffuse(Color(r, g, b));
+}
+
+void Light::Loader::position(float x, float y, float z, float w)
+{
+ obj.set_position(Vector4(x, y, z, w));
+}
+
+void Light::Loader::specular(float r, float g, float b)
+{
+ obj.set_specular(Color(r, g, b));
+}
+
+void Light::Loader::spot_direction(float x, float y, float z)
+{
+ obj.set_spot_direction(Vector3(x, y, z));
}
-const Light *Light::current(unsigned i)
+void Light::Loader::spot_exponent(float e)
{
- return LightUnit::get_unit(i).get_light();
+ obj.set_spot_exponent(e);
}
-void Light::unbind_from(unsigned i)
+void Light::Loader::spot_cutoff(float c)
{
- LightUnit &unit = LightUnit::get_unit(i);
- if(unit.set_light(0))
- disable(GL_LIGHT0+unit.get_index());
+ obj.set_spot_cutoff(Geometry::Angle<float>::from_degrees(c));
}
} // namespace GL