#define MSP_GL_LIGHT_H_
#include <vector>
+#include <msp/datafile/objectloader.h>
#include "color.h"
-#include "vector.h"
+#include "placeable.h"
namespace Msp {
namespace GL {
Lights do not cast shadows by themselves. See ShadowMap for that.
*/
-class Light
+class Light: public Placeable
{
-private:
- enum ParameterMask
+public:
+ class Loader: public DataFile::ObjectLoader<Light>
{
- DIFFUSE = 1,
- SPECULAR = 2,
- POSITION = 4,
- SPOT_DIR = 8,
- SPOT_EXP = 16,
- SPOT_CUTOFF = 32,
- ATTENUATION = 64
+ public:
+ Loader(Light &);
+
+ private:
+ void attenuation(float, float, float);
+ void diffuse(float, float, float);
+ void position(float, float, float, float);
+ void specular(float, float, float);
+ void spot_direction(float, float, float);
+ void spot_exponent(float);
+ void spot_cutoff(float);
};
+private:
Color diffuse;
Color specular;
Vector4 position;
Vector3 spot_dir;
+ Vector3 direction;
float spot_exp;
Geometry::Angle<float> spot_cutoff;
float attenuation[3];
public:
Light();
- ~Light();
private:
- void update_parameter(int, int = -1) const;
+ void update_matrix();
public:
/** Sets the diffuse (direction-independent) color of the Light. Provided
const Color &get_diffuse() const { return diffuse; }
const Color &get_specular() const { return specular; }
+ /** Sets the postion and orientation of the Light from a matrix. Negative Z
+ axis is used as the spot direction, other axes are ignored. */
+ virtual void set_matrix(const Matrix &);
+
/** 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 &);
/** Sets the angular falloff exponent of the spotlight. Must be >= 0. */
void set_spot_exponent(float);
- /// Deprecated.
- void set_spot_cutoff(float);
-
/** Sets the cutoff angle of a spotlight. Beyond this angle from its axis
the spotlight provides no illumination. Must be between 0 and 90 degrees,
or exactly 180 degrees to indicate a non-spotlight. */
/** 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);
};
} // namespace GL