X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Flight.h;h=ee62ce35634213f2e6af365f5169e2d2cf0e59c7;hb=0ab875bdc9fbf84ecfce883b188410bb45882447;hp=2375c7c909899b7ac22fc3fc13992d8f3c31307f;hpb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;p=libs%2Fgl.git diff --git a/source/light.h b/source/light.h index 2375c7c9..ee62ce35 100644 --- a/source/light.h +++ b/source/light.h @@ -8,10 +8,28 @@ namespace Msp { namespace GL { +class Matrix; +class ProgramData; + +/** +Stores properties of a single light source. + +Lights do not cast shadows by themselves. See ShadowMap for that. +*/ class Light { private: - Color ambient; + 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; @@ -20,21 +38,31 @@ private: float spot_cutoff; float attenuation[3]; - static unsigned current_unit; - static std::vector current_lights; - public: Light(); + ~Light(); - void set_ambient(const Color &c); +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].diffuse. */ void set_specular(const Color &c); - const Color &get_ambient() const { return ambient; } + 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); @@ -44,14 +72,15 @@ public: void set_attenuation(float, float, float); const float *get_attenuation() const { return attenuation; } - void bind() const; - void bind_to(unsigned) const; + /** 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; - // Deprecated - void set_position(float x, float y, float z, float w) { set_position(Vector4(x, y, z, w)); } + void bind() const { return bind_to(0); } + void bind_to(unsigned) const; - static void activate(unsigned); - static void unbind(); + static const Light *current(unsigned = 0); + static void unbind() { return unbind_from(0); } static void unbind_from(unsigned); };