X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Flight.h;h=ee62ce35634213f2e6af365f5169e2d2cf0e59c7;hb=3b159edbe4e80a2bc19c4c2fcd42cb996b9fbfe0;hp=cf9ab8a1acb69cdbec2cdfead4ad2580e66f40e7;hpb=48b1ab4fff00c49cc15d70a354eedb3d7a2f3e87;p=libs%2Fgl.git diff --git a/source/light.h b/source/light.h index cf9ab8a1..ee62ce35 100644 --- a/source/light.h +++ b/source/light.h @@ -8,9 +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: + 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; @@ -21,14 +40,29 @@ private: 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].diffuse. */ 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; } + void set_spot_direction(const Vector3 &); void set_spot_exponent(float); void set_spot_cutoff(float); @@ -38,6 +72,10 @@ public: 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;