]> git.tdb.fi Git - libs/gl.git/blobdiff - source/light.cpp
Add Vector3 and Vector4 classes
[libs/gl.git] / source / light.cpp
index 899e22c9853d964ed7c0a591d4585cbfb2591c0c..b523fe365124e9c8f52cba0bd4c9edbbaa8e2f07 100644 (file)
@@ -18,11 +18,15 @@ Light::Light():
        ambient(0),
        diffuse(1),
        specular(1),
-       x(0), y(0), z(1), w(0),
-       sdx(0), sdy(0), sdz(-1),
+       position(0, 0, 1, 0),
+       spot_dir(0, 0, -1),
        spot_exp(0),
        spot_cutoff(180)
-{ }
+{
+       attenuation[0]=1;
+       attenuation[1]=0;
+       attenuation[2]=0;
+}
 
 void Light::set_ambient(const Color &c)
 {
@@ -39,12 +43,31 @@ void Light::set_specular(const Color &c)
        specular=c;
 }
 
-void Light::set_position(float x_, float y_, float z_, float w_)
+void Light::set_position(const Vector4 &p)
+{
+       position=p;
+}
+
+void Light::set_spot_direction(const Vector3 &d)
+{
+       spot_dir=d;
+}
+
+void Light::set_spot_exponent(float e)
+{
+       spot_exp=e;
+}
+
+void Light::set_spot_cutoff(float c)
+{
+       spot_cutoff=c;
+}
+
+void Light::set_attenuation(float c, float l, float q)
 {
-       x=x_;
-       y=y_;
-       z=z_;
-       w=w_;
+       attenuation[0]=c;
+       attenuation[1]=l;
+       attenuation[2]=q;
 }
 
 void Light::bind() const
@@ -56,7 +79,13 @@ void Light::bind() const
                glLightfv(l, GL_AMBIENT, &ambient.r);
                glLightfv(l, GL_DIFFUSE, &diffuse.r);
                glLightfv(l, GL_SPECULAR, &specular.r);
-               glLightfv(l, GL_POSITION, &x);
+               glLightfv(l, GL_POSITION, &position.x);
+               glLightfv(l, GL_SPOT_DIRECTION, &spot_dir.x);
+               glLightf(l, GL_SPOT_EXPONENT, spot_exp);
+               glLightf(l, GL_SPOT_CUTOFF, spot_cutoff);
+               glLightf(l, GL_CONSTANT_ATTENUATION, attenuation[0]);
+               glLightf(l, GL_LINEAR_ATTENUATION, attenuation[1]);
+               glLightf(l, GL_QUADRATIC_ATTENUATION, attenuation[2]);
                current_lights[current_unit]=this;
        }
 }