X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Flight.h;h=31dc3c0db709285c7f918820752b9c668d2ddcbf;hp=b2047262edbba6ec4aea310f5a50f01650939d0a;hb=HEAD;hpb=a40fc85277dba5c34402a0e703d038efd30cc57b diff --git a/source/light.h b/source/light.h deleted file mode 100644 index b2047262..00000000 --- a/source/light.h +++ /dev/null @@ -1,117 +0,0 @@ -#ifndef MSP_GL_LIGHT_H_ -#define MSP_GL_LIGHT_H_ - -#include -#include -#include "color.h" -#include "placeable.h" - -namespace Msp { -namespace GL { - -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 diffuse; - Color specular; - Vector4 position; - Vector3 spot_dir; - Vector3 direction; - float spot_exp; - Geometry::Angle spot_cutoff; - float attenuation[3]; - -public: - Light(); - -private: - 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); - - 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; -}; - -} // namespace GL -} // namespace Msp - -#endif