]> git.tdb.fi Git - libs/gl.git/blobdiff - source/materials/light.cpp
Use default member initializers for simple types
[libs/gl.git] / source / materials / light.cpp
index e910411f276e27ebd305f507513177787caebb25..9a4c09b6760ef1bb8d7fadd08473ce297f2ef6ae 100644 (file)
 #include <stdexcept>
 #include <msp/strings/format.h>
+#include "directionallight.h"
 #include "light.h"
-#include "matrix.h"
-#include "misc.h"
-#include "programdata.h"
+#include "pointlight.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-Light::Light():
-       diffuse(1),
-       specular(1),
-       position(0, 0, 1, 0),
-       spot_dir(0, 0, -1),
-       spot_exp(0),
-       spot_cutoff(Geometry::Angle<float>::straight())
+void Light::set_color(const Color &c)
 {
-       attenuation[0] = 1;
-       attenuation[1] = 0;
-       attenuation[2] = 0;
+       color = c;
+       ++generation;
 }
 
-void Light::update_matrix()
+void Light::update_shader_data(ProgramData &shdata, unsigned i) const
 {
-       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;
-}
-
-void Light::set_specular(const Color &c)
-{
-       specular = c;
-}
-
-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_matrix();
-}
-
-void Light::set_position(const Vector4 &p)
-{
-       position = p;
-       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_matrix();
-}
-
-void Light::set_spot_exponent(float e)
-{
-       if(e<0)
-               throw invalid_argument("Light::set_spot_exponent");
-
-       spot_exp = e;
+       update_shader_data(shdata, format("light_sources[%d]", i));
 }
 
-void Light::set_spot_cutoff(const Geometry::Angle<float> &c)
+Light::GenericLoader::TypeRegistry &Light::get_light_registry()
 {
-       if(c<Geometry::Angle<float>::zero() || (c>Geometry::Angle<float>::right() && c!=Geometry::Angle<float>::straight()))
-               throw invalid_argument("Light::set_spot_cutoff");
-
-       spot_cutoff = c;
-}
-
-void Light::disable_spot_cutoff()
-{
-       set_spot_cutoff(Geometry::Angle<float>::straight());
-}
-
-void Light::set_attenuation(float c, float l, float q)
-{
-       attenuation[0] = c;
-       attenuation[1] = l;
-       attenuation[2] = q;
-}
-
-void Light::update_shader_data(ProgramData &shdata, const Matrix &view_matrix, unsigned i) const
-{
-       string base = format("light_sources[%d]", i);
-       shdata.uniform(base+".position", view_matrix*position);
-       shdata.uniform(base+".diffuse", diffuse);
-       shdata.uniform(base+".specular", specular);
+       static GenericLoader::TypeRegistry registry;
+       static bool initialized = false;
+       if(!initialized)
+       {
+               initialized = true;
+               registry.register_type<DirectionalLight>("directional");
+               registry.register_type<PointLight>("point");
+       }
+       return registry;
 }
 
 
 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)
+void Light::Loader::init_actions()
 {
-       obj.set_spot_exponent(e);
+       add("color", &Loader::color);
 }
 
-void Light::Loader::spot_cutoff(float c)
+void Light::Loader::color(float r, float g, float b)
 {
-       obj.set_spot_cutoff(Geometry::Angle<float>::from_degrees(c));
+       obj.set_color(Color(r, g, b));
 }
 
 } // namespace GL