+++ /dev/null
-#ifndef MSP_GL_LIGHT_H_
-#define MSP_GL_LIGHT_H_
-
-#include <vector>
-#include <msp/datafile/objectloader.h>
-#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<Light>
- {
- 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<float> 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);
-
- /** 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<float> &);
-
- /** 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<float> &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