00001 /* 00002 Copyright (c) 2010, The Barbarian Group 00003 All rights reserved. 00004 00005 Redistribution and use in source and binary forms, with or without modification, are permitted provided that 00006 the following conditions are met: 00007 00008 * Redistributions of source code must retain the above copyright notice, this list of conditions and 00009 the following disclaimer. 00010 * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and 00011 the following disclaimer in the documentation and/or other materials provided with the distribution. 00012 00013 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED 00014 WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A 00015 PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR 00016 ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED 00017 TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 00018 HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 00019 NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 00020 POSSIBILITY OF SUCH DAMAGE. 00021 */ 00022 00023 #pragma once 00024 00025 #include "cinder/Color.h" 00026 #include "cinder/gl/gl.h" 00027 #include "cinder/Vector.h" 00028 #include "cinder/Camera.h" 00029 00030 namespace cinder { 00031 namespace gl { 00032 00033 class Light { 00034 public: 00035 Light( int aType, int aID ) : mType( aType ), mID( aID ), mEnabled( false ) { setDefaults(); } 00036 00037 void setAmbient( const Color &aAmbient ); 00038 void setDiffuse( const Color &aDiffuse ); 00039 void setSpecular( const Color &aSpecular ); 00040 00041 void lookAt( const Vec3f &eye, const Vec3f &target ); 00042 void setDirection( const Vec3f &aDirection ); 00043 Vec3f getPosition() const { return mPosition; } 00044 void setPosition( const Vec3f &aPosition ); 00045 00046 void setAttenuation( float aConstantAttenuation, float aLinearAttenuation = 1.0f, float aQuadraticAttenuation = 1.0f ); 00047 void setConstantAttenuation( float aConstantAttenuation ); 00048 void setLinearAttenuation( float aLinearAttenuation ); 00049 void setQuadraticAttenuation( float aQuadraticAttenuation ); 00050 00051 void setSpotExponent( float aSpotExponent ); 00052 void setSpotCutoff( float aSpotCutoff ); 00053 00054 void enable(); 00055 void disable(); 00056 void update( const Camera &relativeCamera ) const; 00057 00058 void setShadowParams( float aShadowFOV, float aShadowNear, float aShadowFar ); 00059 void setShadowRenderMatrices() const; 00060 Matrix44f getShadowTransformationMatrix( const Camera &camera ) const; 00061 const CameraPersp& getShadowCamera() const { return mShadowCam; } 00062 00063 enum Type { POINT, DIRECTIONAL, SPOTLIGHT }; 00064 00065 protected: 00066 void setDefaults(); 00067 00068 int mType; 00069 int mID; 00070 bool mEnabled; 00071 Color mAmbient, mDiffuse, mSpecular; 00072 Vec3f mPosition, mDirection; 00073 float mSpotExponent, mSpotCutoff; 00074 float mConstantAttenuation, mLinearAttenuation, mQuadraticAttenuation; 00075 00076 CameraPersp mShadowCam; 00077 float mShadowFOV, mShadowNear, mShadowFar; 00078 }; 00079 00080 } // namespace gl 00081 } // namespace cinder