X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;ds=sidebyside;f=source%2Flight.h;h=31dc3c0db709285c7f918820752b9c668d2ddcbf;hb=HEAD;hp=b775a71188c690ce17d9c78aac0d9d6ac7dce933;hpb=47cfca889482f00093ee6fdeaf4f478dc5ea90f2;p=libs%2Fgl.git diff --git a/source/light.h b/source/light.h deleted file mode 100644 index b775a711..00000000 --- a/source/light.h +++ /dev/null @@ -1,114 +0,0 @@ -#ifndef MSP_GL_LIGHT_H_ -#define MSP_GL_LIGHT_H_ - -#include -#include "color.h" -#include "vector.h" - -namespace Msp { -namespace GL { - -class Matrix; -class ProgramData; - -/** -Stores properties of a single light source. Lights can be directional, point -lights or spotlights. No explicit type parameter is provided; rather the -other parameters determine what kind of light it is. If the fourth component -of position is zero, it's a directional light. Otherwise, if the spot cutoff -is not 180 degrees, it's a spotlight. Otherwise it's an omnidirectional point -light. - -Lights are usually grouped with a Lighting object, which can be used in a -Pipeline::Pass. - -Lights do not cast shadows by themselves. See ShadowMap for that. -*/ -class Light -{ -private: - 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; - Vector3 spot_dir; - float spot_exp; - Geometry::Angle spot_cutoff; - float attenuation[3]; - -public: - Light(); - ~Light(); - -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].specular. */ - void set_specular(const Color &c); - - 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; } - - /** Sets the direction of a spotlight. Has no effect if spotlight cutoff is - not set. */ - void set_spot_direction(const Vector3 &); - - /** 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. */ - void set_spot_cutoff(const Geometry::Angle &); - - /** Disables spotlight, reverting to an omnidirectional point light. - Equivalent to setting the spot cutoff to 180 degrees. */ - void disable_spot_cutoff(); - - const Vector3 &get_spot_direction() const { return spot_dir; } - float get_spot_exponent() const { return spot_exp; } - const Geometry::Angle &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); -}; - -} // namespace GL -} // namespace Msp - -#endif