X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Flight.h;h=ee62ce35634213f2e6af365f5169e2d2cf0e59c7;hb=5c5d094255ae5b0a07f99392a5a099ad9c8e8e38;hp=1c6a52272f56db8597103093c99a3050602fa7b3;hpb=126161d1d44ab9503bc747d24a07b7b9d15e527a;p=libs%2Fgl.git diff --git a/source/light.h b/source/light.h index 1c6a5227..ee62ce35 100644 --- a/source/light.h +++ b/source/light.h @@ -8,6 +8,14 @@ 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: @@ -32,18 +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); @@ -53,6 +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;