X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Flight.h;h=31dc3c0db709285c7f918820752b9c668d2ddcbf;hp=6a6868412f7614a70e2241f02f2871d2d0077437;hb=42c1534d95e1551c37e64a1dae288e8b75e8d8ba;hpb=c1405286754104ddc044dddbb0a3505a9a5e3d4a diff --git a/source/light.h b/source/light.h index 6a686841..31dc3c0d 100644 --- a/source/light.h +++ b/source/light.h @@ -1,42 +1,134 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_LIGHT_H_ #define MSP_GL_LIGHT_H_ +#include +#include #include "color.h" +#include "placeable.h" namespace Msp { namespace GL { -class Light +class Matrix; +class ProgramData; + +/** +Stores properties of a single light source. Lights can be directional, point +lights or spotlights. No explicit type parameter is provided; rather the +other parameters determine what kind of light it is. If the fourth component +of position is zero, it's a directional light. Otherwise, if the spot cutoff +is not 180 degrees, it's a spotlight. Otherwise it's an omnidirectional point +light. + +Lights are usually grouped with a Lighting object, which can be used in a +Pipeline::Pass. + +Lights do not cast shadows by themselves. See ShadowMap for that. +*/ +class Light: public Placeable { +public: + class Loader: public DataFile::ObjectLoader + { + public: + Loader(Light &); + + private: + void attenuation(float, float, float); + void diffuse(float, float, float); + void position(float, float, float, float); + void specular(float, float, float); + void spot_direction(float, float, float); + void spot_exponent(float); + void spot_cutoff(float); + }; + private: - Color ambient; + enum ParameterMask + { + DIFFUSE = 1, + SPECULAR = 2, + POSITION = 4, + SPOT_DIR = 8, + SPOT_EXP = 16, + SPOT_CUTOFF = 32, + ATTENUATION = 64 + }; + Color diffuse; Color specular; - float x, y, z, w; - float sdx, sdy, sdz; + Vector4 position; + Vector3 spot_dir; + Vector3 direction; float spot_exp; - float spot_cutoff; + Geometry::Angle spot_cutoff; float attenuation[3]; - static unsigned current; - public: Light(); - void set_ambient(const Color &c); + ~Light(); + +private: + void update_parameter(int, int = -1) const; + void update_matrix(); + +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].specular. */ void set_specular(const Color &c); - void set_position(float, float, float, float); - void apply() const; - void apply_to(unsigned) const; - static void activate(unsigned); + const Color &get_diffuse() const { return diffuse; } + const Color &get_specular() const { return specular; } + + /** Sets the postion and orientation of the Light from a matrix. Negative Z + axis is used as the spot direction, other axes are ignored. */ + virtual void set_matrix(const Matrix &); + + /** 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; } + + /** Sets the direction of a spotlight. Has no effect if spotlight cutoff is + not set. */ + void set_spot_direction(const Vector3 &); + + /** Sets the angular falloff exponent of the spotlight. Must be >= 0. */ + void set_spot_exponent(float); + + /// Deprecated. + void set_spot_cutoff(float); + + /** Sets the cutoff angle of a spotlight. Beyond this angle from its axis + the spotlight provides no illumination. Must be between 0 and 90 degrees, + or exactly 180 degrees to indicate a non-spotlight. */ + void set_spot_cutoff(const Geometry::Angle &); + + /** Disables spotlight, reverting to an omnidirectional point light. + Equivalent to setting the spot cutoff to 180 degrees. */ + void disable_spot_cutoff(); + + const Vector3 &get_spot_direction() const { return spot_dir; } + float get_spot_exponent() const { return spot_exp; } + const Geometry::Angle &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