X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Flight.h;h=ee62ce35634213f2e6af365f5169e2d2cf0e59c7;hb=5c5d094255ae5b0a07f99392a5a099ad9c8e8e38;hp=e9b032694565e7e857e32fada5d84a0d70013505;hpb=efe80f5a696b4a3be2378dc6d635c89676afa12d;p=libs%2Fgl.git diff --git a/source/light.h b/source/light.h index e9b03269..ee62ce35 100644 --- a/source/light.h +++ b/source/light.h @@ -1,45 +1,87 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #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 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; - float x, y, z, w; - float sdx, sdy, sdz; + Vector4 position; + Vector3 spot_dir; float spot_exp; float spot_cutoff; float attenuation[3]; - static unsigned current_unit; - static std::vector current_lights; - public: Light(); - void set_ambient(const Color &c); + ~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); - void set_position(float, float, float, float); - void bind() const; + + 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); + const Vector3 &get_spot_direction() const { return spot_dir; } + float get_spot_exponent() const { return spot_exp; } + float 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 void activate(unsigned); - static void unbind(); + static const Light *current(unsigned = 0); + static void unbind() { return unbind_from(0); } + static void unbind_from(unsigned); }; } // namespace GL