#include <stdexcept>
+#include <msp/strings/format.h>
#include "light.h"
#include "lightunit.h"
+#include "matrix.h"
#include "misc.h"
+#include "programdata.h"
using namespace std;
update_parameter(ATTENUATION);
}
+void Light::update_shader_data(ProgramData &shdata, const Matrix &view_matrix, unsigned i) const
+{
+ string base = format("light_sources[%d]", i);
+ shdata.uniform(base+".position", view_matrix*position);
+ shdata.uniform(base+".diffuse", diffuse);
+ shdata.uniform(base+".specular", specular);
+}
+
void Light::bind_to(unsigned i) const
{
LightUnit &unit = LightUnit::get_unit(i);
namespace Msp {
namespace GL {
-Material::Material():
- ambient(0.2),
- diffuse(0.8),
- specular(0),
- emission(0),
- shininess(0)
-{ }
+Material::Material()
+{
+ set_ambient(0.2);
+ set_diffuse(0.8);
+ set_specular(0);
+ set_emission(0);
+ set_shininess(0);
+}
void Material::update_parameter(int mask) const
{
void Material::set_ambient(const Color &a)
{
ambient = a;
+ shdata.uniform("material.ambient", ambient);
update_parameter(AMBIENT);
}
void Material::set_diffuse(const Color &d)
{
diffuse = d;
+ shdata.uniform("material.diffuse", diffuse);
update_parameter(DIFFUSE);
}
void Material::set_specular(const Color &s)
{
specular = s;
+ shdata.uniform("material.specular", specular);
update_parameter(SPECULAR);
}
void Material::set_emission(const Color &e)
{
emission = e;
+ shdata.uniform("material.emission", emission);
update_parameter(EMISSION);
}
void Material::set_shininess(float s)
{
shininess = s;
+ shdata.uniform("material.shininess", shininess);
update_parameter(SHININESS);
}
add("diffuse", &Loader::diffuse);
add("specular", &Loader::specular);
add("emission", &Loader::emission);
- add("shininess", &Material::shininess);
+ add("shininess", &Loader::shininess);
}
void Material::Loader::ambient(float r, float g, float b, float a)
{
- obj.ambient = GL::Color(r, g, b, a);
+ obj.set_ambient(GL::Color(r, g, b, a));
}
void Material::Loader::diffuse(float r, float g, float b, float a)
{
- obj.diffuse = GL::Color(r, g, b, a);
+ obj.set_diffuse(GL::Color(r, g, b, a));
}
void Material::Loader::specular(float r, float g, float b, float a)
{
- obj.specular = GL::Color(r, g, b, a);
+ obj.set_specular(GL::Color(r, g, b, a));
}
void Material::Loader::emission(float r, float g, float b, float a)
{
- obj.emission = GL::Color(r, g, b, a);
+ obj.set_emission(GL::Color(r, g, b, a));
+}
+
+void Material::Loader::shininess(float s)
+{
+ obj.set_shininess(s);
}
} // namespace GL
#include <msp/datafile/objectloader.h>
#include "bindable.h"
#include "color.h"
+#include "programdata.h"
namespace Msp {
namespace GL {
void diffuse(float, float, float, float);
void specular(float, float, float, float);
void emission(float, float, float, float);
+ void shininess(float);
};
private:
Color specular;
Color emission;
float shininess;
+ ProgramData shdata;
public:
Material();
const Color &get_specular() const { return specular; }
const Color &get_emission() const { return emission; }
float get_shininess() const { return shininess; }
+ const ProgramData &get_shader_data() const { return shdata; }
void bind() const;
};