]> git.tdb.fi Git - libs/gl.git/blob - source/materials/light.cpp
Redesign Light to only have a single color
[libs/gl.git] / source / materials / light.cpp
1 #include <stdexcept>
2 #include <msp/strings/format.h>
3 #include "light.h"
4 #include "matrix.h"
5 #include "misc.h"
6 #include "programdata.h"
7
8 using namespace std;
9
10 namespace Msp {
11 namespace GL {
12
13 Light::Light():
14         color(1),
15         position(0, 0, 1, 0),
16         spot_dir(0, 0, -1),
17         spot_exp(0),
18         spot_cutoff(Geometry::Angle<float>::straight())
19 {
20         attenuation[0] = 1;
21         attenuation[1] = 0;
22         attenuation[2] = 0;
23 }
24
25 void Light::update_matrix()
26 {
27         Vector3 up_dir;
28         if(20*abs(direction.z)>abs(direction.x)+abs(direction.y))
29                 up_dir.y = 1;
30         else
31                 up_dir.z = 1;
32         Vector3 right_dir = normalize(cross(direction, up_dir));
33
34         Vector4 columns[4];
35         columns[0] = compose(right_dir, 0.0f);
36         columns[1] = compose(cross(right_dir, direction), 0.0f);
37         columns[2] = compose(-direction, 0.0f);
38         columns[3] = position;
39         matrix = Matrix::from_columns(columns);
40 }
41
42 void Light::set_color(const Color &c)
43 {
44         color = c;
45 }
46
47 void Light::set_matrix(const Matrix &m)
48 {
49         Placeable::set_matrix(m);
50         position = matrix.column(3);
51         spot_dir = normalize(-matrix.column(2).slice<3>(0));
52         direction = (position.w ? spot_dir : normalize(-position.slice<3>(0)));
53         update_matrix();
54 }
55
56 void Light::set_position(const Vector4 &p)
57 {
58         position = p;
59         if(!position.w)
60                 direction = normalize(-position.slice<3>(0));
61         update_matrix();
62 }
63
64 void Light::set_spot_direction(const Vector3 &d)
65 {
66         spot_dir = normalize(d);
67         if(position.w)
68                 direction = spot_dir;
69         update_matrix();
70 }
71
72 void Light::set_spot_exponent(float e)
73 {
74         if(e<0)
75                 throw invalid_argument("Light::set_spot_exponent");
76
77         spot_exp = e;
78 }
79
80 void Light::set_spot_cutoff(const Geometry::Angle<float> &c)
81 {
82         if(c<Geometry::Angle<float>::zero() || (c>Geometry::Angle<float>::right() && c!=Geometry::Angle<float>::straight()))
83                 throw invalid_argument("Light::set_spot_cutoff");
84
85         spot_cutoff = c;
86 }
87
88 void Light::disable_spot_cutoff()
89 {
90         set_spot_cutoff(Geometry::Angle<float>::straight());
91 }
92
93 void Light::set_attenuation(float c, float l, float q)
94 {
95         attenuation[0] = c;
96         attenuation[1] = l;
97         attenuation[2] = q;
98 }
99
100 void Light::update_shader_data(ProgramData &shdata, const Matrix &view_matrix, unsigned i) const
101 {
102         string base = format("light_sources[%d]", i);
103         shdata.uniform(base+".position", view_matrix*position);
104         shdata.uniform(base+".color", color.r, color.g, color.b);
105 }
106
107
108 Light::Loader::Loader(Light &l):
109         DataFile::ObjectLoader<Light>(l)
110 {
111         add("attenuation", &Loader::attenuation);
112         add("color", &Loader::color);
113         add("position", &Loader::position);
114         add("spot_direction", &Loader::spot_direction);
115         add("spot_exponent", &Loader::spot_exponent);
116         add("spot_cutoff", &Loader::spot_cutoff);
117
118         // Deprecated
119         add("diffuse", &Loader::color);
120         add("specular");
121 }
122
123 void Light::Loader::attenuation(float c, float l, float q)
124 {
125         obj.set_attenuation(c, l, q);
126 }
127
128 void Light::Loader::color(float r, float g, float b)
129 {
130         obj.set_color(Color(r, g, b));
131 }
132
133 void Light::Loader::position(float x, float y, float z, float w)
134 {
135         obj.set_position(Vector4(x, y, z, w));
136 }
137
138 void Light::Loader::spot_direction(float x, float y, float z)
139 {
140         obj.set_spot_direction(Vector3(x, y, z));
141 }
142
143 void Light::Loader::spot_exponent(float e)
144 {
145         obj.set_spot_exponent(e);
146 }
147
148 void Light::Loader::spot_cutoff(float c)
149 {
150         obj.set_spot_cutoff(Geometry::Angle<float>::from_degrees(c));
151 }
152
153 } // namespace GL
154 } // namespace Msp