]> git.tdb.fi Git - libs/gl.git/blobdiff - source/light.cpp
Better state tracking for bound objects
[libs/gl.git] / source / light.cpp
index f9b45c87bfeac3bf5712dec6001fe29f7419d1f6..d4b45aaf82cc66371c4a73f11174eaf7356af611 100644 (file)
@@ -21,34 +21,72 @@ Light::Light():
        attenuation[2] = 0;
 }
 
+void Light::update_parameter(int mask, int index) const
+{
+       if(index<0)
+       {
+               LightUnit *unit = LightUnit::find_unit(this);
+               if(!unit)
+                       return;
+
+               index = unit->get_index();
+       }
+
+       GLenum l = GL_LIGHT0+index;
+       if(mask&DIFFUSE)
+               glLightfv(l, GL_DIFFUSE, &diffuse.r);
+       if(mask&SPECULAR)
+               glLightfv(l, GL_SPECULAR, &specular.r);
+       if(mask&POSITION)
+               glLightfv(l, GL_POSITION, &position.x);
+       if(mask&SPOT_DIR)
+               glLightfv(l, GL_SPOT_DIRECTION, &spot_dir.x);
+       if(mask&SPOT_EXP)
+               glLightf(l, GL_SPOT_EXPONENT, spot_exp);
+       if(mask&SPOT_CUTOFF)
+               glLightf(l, GL_SPOT_CUTOFF, spot_cutoff);
+       if(mask&ATTENUATION)
+       {
+               glLightf(l, GL_CONSTANT_ATTENUATION, attenuation[0]);
+               glLightf(l, GL_LINEAR_ATTENUATION, attenuation[1]);
+               glLightf(l, GL_QUADRATIC_ATTENUATION, attenuation[2]);
+       }
+}
+
 void Light::set_diffuse(const Color &c)
 {
        diffuse = c;
+       update_parameter(DIFFUSE);
 }
 
 void Light::set_specular(const Color &c)
 {
        specular = c;
+       update_parameter(SPECULAR);
 }
 
 void Light::set_position(const Vector4 &p)
 {
        position = p;
+       update_parameter(POSITION);
 }
 
 void Light::set_spot_direction(const Vector3 &d)
 {
        spot_dir = d;
+       update_parameter(SPOT_DIR);
 }
 
 void Light::set_spot_exponent(float e)
 {
        spot_exp = e;
+       update_parameter(SPOT_EXP);
 }
 
 void Light::set_spot_cutoff(float c)
 {
        spot_cutoff = c;
+       update_parameter(SPOT_CUTOFF);
 }
 
 void Light::set_attenuation(float c, float l, float q)
@@ -56,6 +94,7 @@ void Light::set_attenuation(float c, float l, float q)
        attenuation[0] = c;
        attenuation[1] = l;
        attenuation[2] = q;
+       update_parameter(ATTENUATION);
 }
 
 void Light::bind_to(unsigned i) const
@@ -63,17 +102,8 @@ void Light::bind_to(unsigned i) const
        LightUnit &unit = LightUnit::get_unit(i);
        if(unit.set_light(this))
        {
-               GLenum l = GL_LIGHT0+unit.get_index();
-               enable(l);
-               glLightfv(l, GL_DIFFUSE, &diffuse.r);
-               glLightfv(l, GL_SPECULAR, &specular.r);
-               glLightfv(l, GL_POSITION, &position.x);
-               glLightfv(l, GL_SPOT_DIRECTION, &spot_dir.x);
-               glLightf(l, GL_SPOT_EXPONENT, spot_exp);
-               glLightf(l, GL_SPOT_CUTOFF, spot_cutoff);
-               glLightf(l, GL_CONSTANT_ATTENUATION, attenuation[0]);
-               glLightf(l, GL_LINEAR_ATTENUATION, attenuation[1]);
-               glLightf(l, GL_QUADRATIC_ATTENUATION, attenuation[2]);
+               enable(GL_LIGHT0+unit.get_index());
+               update_parameter(-1, unit.get_index());
        }
 }