10 unsigned Light::current_unit = 0;
11 vector<const Light *> Light::current_lights(1);
26 void Light::set_diffuse(const Color &c)
31 void Light::set_specular(const Color &c)
36 void Light::set_position(const Vector4 &p)
41 void Light::set_spot_direction(const Vector3 &d)
46 void Light::set_spot_exponent(float e)
51 void Light::set_spot_cutoff(float c)
56 void Light::set_attenuation(float c, float l, float q)
63 void Light::bind() const
65 if(current_lights[current_unit]!=this)
67 GLenum l = GL_LIGHT0+current_unit;
69 glLightfv(l, GL_DIFFUSE, &diffuse.r);
70 glLightfv(l, GL_SPECULAR, &specular.r);
71 glLightfv(l, GL_POSITION, &position.x);
72 glLightfv(l, GL_SPOT_DIRECTION, &spot_dir.x);
73 glLightf(l, GL_SPOT_EXPONENT, spot_exp);
74 glLightf(l, GL_SPOT_CUTOFF, spot_cutoff);
75 glLightf(l, GL_CONSTANT_ATTENUATION, attenuation[0]);
76 glLightf(l, GL_LINEAR_ATTENUATION, attenuation[1]);
77 glLightf(l, GL_QUADRATIC_ATTENUATION, attenuation[2]);
78 current_lights[current_unit] = this;
82 void Light::bind_to(unsigned i) const
88 void Light::activate(unsigned i)
90 static unsigned max_lights = get_i(GL_MAX_LIGHTS);
93 throw out_of_range("Light::activate");
95 if(i>=current_lights.size())
96 current_lights.resize(i+1);
103 if(current_lights[current_unit])
105 disable(GL_LIGHT0+current_unit);
106 current_lights[current_unit] = 0;
110 void Light::unbind_from(unsigned i)