]> git.tdb.fi Git - libs/gl.git/blobdiff - source/light.cpp
Add missing includes
[libs/gl.git] / source / light.cpp
index f74b3acb149071238d9053d41a400141854085d5..4ba581e029f0083068e1517b1b870b4d7b552c18 100644 (file)
@@ -63,6 +63,23 @@ void Light::update_parameter(int mask, int index) const
        }
 }
 
+void Light::update_matrix()
+{
+       Vector3 up_dir;
+       if(20*abs(direction.z)>abs(direction.x)+abs(direction.y))
+               up_dir.y = 1;
+       else
+               up_dir.z = 1;
+       Vector3 right_dir = normalize(cross(direction, up_dir));
+
+       Vector4 columns[4];
+       columns[0] = compose(right_dir, 0.0f);
+       columns[1] = compose(cross(right_dir, direction), 0.0f);
+       columns[2] = compose(-direction, 0.0f);
+       columns[3] = position;
+       matrix = Matrix::from_columns(columns);
+}
+
 void Light::set_diffuse(const Color &c)
 {
        diffuse = c;
@@ -75,16 +92,32 @@ void Light::set_specular(const Color &c)
        update_parameter(SPECULAR);
 }
 
+void Light::set_matrix(const Matrix &m)
+{
+       Placeable::set_matrix(m);
+       position = matrix.column(3);
+       spot_dir = normalize(-matrix.column(2).slice<3>(0));
+       direction = (position.w ? spot_dir : normalize(-position.slice<3>(0)));
+       update_parameter(POSITION|SPOT_DIR);
+       update_matrix();
+}
+
 void Light::set_position(const Vector4 &p)
 {
        position = p;
        update_parameter(POSITION);
+       if(!position.w)
+               direction = normalize(-position.slice<3>(0));
+       update_matrix();
 }
 
 void Light::set_spot_direction(const Vector3 &d)
 {
        spot_dir = normalize(d);
+       if(position.w)
+               direction = spot_dir;
        update_parameter(SPOT_DIR);
+       update_matrix();
 }
 
 void Light::set_spot_exponent(float e)
@@ -155,5 +188,53 @@ void Light::unbind_from(unsigned i)
                disable(GL_LIGHT0+unit.get_index());
 }
 
+
+Light::Loader::Loader(Light &l):
+       DataFile::ObjectLoader<Light>(l)
+{
+       add("attenuation", &Loader::attenuation);
+       add("diffuse", &Loader::diffuse);
+       add("position", &Loader::position);
+       add("specular", &Loader::specular);
+       add("spot_direction", &Loader::spot_direction);
+       add("spot_exponent", &Loader::spot_exponent);
+       add("spot_cutoff", &Loader::spot_cutoff);
+}
+
+void Light::Loader::attenuation(float c, float l, float q)
+{
+       obj.set_attenuation(c, l, q);
+}
+
+void Light::Loader::diffuse(float r, float g, float b)
+{
+       obj.set_diffuse(Color(r, g, b));
+}
+
+void Light::Loader::position(float x, float y, float z, float w)
+{
+       obj.set_position(Vector4(x, y, z, w));
+}
+
+void Light::Loader::specular(float r, float g, float b)
+{
+       obj.set_specular(Color(r, g, b));
+}
+
+void Light::Loader::spot_direction(float x, float y, float z)
+{
+       obj.set_spot_direction(Vector3(x, y, z));
+}
+
+void Light::Loader::spot_exponent(float e)
+{
+       obj.set_spot_exponent(e);
+}
+
+void Light::Loader::spot_cutoff(float c)
+{
+       obj.set_spot_cutoff(Geometry::Angle<float>::from_degrees(c));
+}
+
 } // namespace GL
 } // namespace Msp