X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Flight.h;h=31dc3c0db709285c7f918820752b9c668d2ddcbf;hp=fa5bf28752b00a2a7e4735b8c0096d319c12b7af;hb=42c1534d95e1551c37e64a1dae288e8b75e8d8ba;hpb=0ef8e620a008e92069b0dd9ae4e972bc69430fc7 diff --git a/source/light.h b/source/light.h index fa5bf287..31dc3c0d 100644 --- a/source/light.h +++ b/source/light.h @@ -2,8 +2,9 @@ #define MSP_GL_LIGHT_H_ #include +#include #include "color.h" -#include "vector.h" +#include "placeable.h" namespace Msp { namespace GL { @@ -11,8 +12,37 @@ namespace GL { class Matrix; class ProgramData; -class Light +/** +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: enum ParameterMask { @@ -29,8 +59,9 @@ private: Color specular; Vector4 position; Vector3 spot_dir; + Vector3 direction; float spot_exp; - float spot_cutoff; + Geometry::Angle spot_cutoff; float attenuation[3]; public: @@ -39,25 +70,59 @@ public: 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); + 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; } - float get_spot_cutoff() const { return spot_cutoff; } + 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;