X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterials%2Flight.cpp;h=9a4c09b6760ef1bb8d7fadd08473ce297f2ef6ae;hp=e910411f276e27ebd305f507513177787caebb25;hb=38712d8ecc57d043a2419ffbaeeb57f7a6586f14;hpb=7aaec9a70b8d7733429bec043f8e33e02956f266 diff --git a/source/materials/light.cpp b/source/materials/light.cpp index e910411f..9a4c09b6 100644 --- a/source/materials/light.cpp +++ b/source/materials/light.cpp @@ -1,162 +1,51 @@ #include #include +#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::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 &c) +Light::GenericLoader::TypeRegistry &Light::get_light_registry() { - if(c::zero() || (c>Geometry::Angle::right() && c!=Geometry::Angle::straight())) - throw invalid_argument("Light::set_spot_cutoff"); - - spot_cutoff = c; -} - -void Light::disable_spot_cutoff() -{ - set_spot_cutoff(Geometry::Angle::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("directional"); + registry.register_type("point"); + } + return registry; } Light::Loader::Loader(Light &l): DataFile::ObjectLoader(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::from_degrees(c)); + obj.set_color(Color(r, g, b)); } } // namespace GL