+++ /dev/null
-#ifndef MSP_GL_LIGHT_H_
-#define MSP_GL_LIGHT_H_
-
-#include <vector>
-#include "color.h"
-#include "vector.h"
-
-namespace Msp {
-namespace GL {
-
-class Matrix;
-class ProgramData;
-
-/**
-Stores properties of a single light source.
-
-Lights do not cast shadows by themselves. See ShadowMap for that.
-*/
-class Light
-{
-private:
- enum ParameterMask
- {
- DIFFUSE = 1,
- SPECULAR = 2,
- POSITION = 4,
- SPOT_DIR = 8,
- SPOT_EXP = 16,
- SPOT_CUTOFF = 32,
- ATTENUATION = 64
- };
-
- Color diffuse;
- Color specular;
- Vector4 position;
- Vector3 spot_dir;
- float spot_exp;
- float spot_cutoff;
- float attenuation[3];
-
-public:
- Light();
- ~Light();
-
-private:
- void update_parameter(int, int = -1) const;
-
-public:
- /** Sets the diffuse (direction-independent) color of the Light. Provided
- to shaders with the name light_sources[i].diffuse. */
- void set_diffuse(const Color &c);
-
- /** Sets the specular (direction-dependent) color of the Light. Provided to
- shaders with the name light_sources[i].diffuse. */
- void set_specular(const Color &c);
-
- const Color &get_diffuse() const { return diffuse; }
- const Color &get_specular() const { return specular; }
-
- /** Sets the position of the Light. For a directional light, set the xyz
- components to a vector pointing towards the light and the w component to 0. */
- void set_position(const Vector4 &);
-
- const Vector4 &get_position() const { return position; }
-
- void set_spot_direction(const Vector3 &);
- void set_spot_exponent(float);
- void set_spot_cutoff(float);
- const Vector3 &get_spot_direction() const { return spot_dir; }
- float get_spot_exponent() const { return spot_exp; }
- float get_spot_cutoff() const { return spot_cutoff; }
- void set_attenuation(float, float, float);
- const float *get_attenuation() const { return attenuation; }
-
- /** Updates a ProgramData object with the uniforms for the Light. A view
- matrix and light source index must be passed in. */
- void update_shader_data(ProgramData &, const Matrix &, unsigned) const;
-
- void bind() const { return bind_to(0); }
- void bind_to(unsigned) const;
-
- static const Light *current(unsigned = 0);
- static void unbind() { return unbind_from(0); }
- static void unbind_from(unsigned);
-};
-
-} // namespace GL
-} // namespace Msp
-
-#endif