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include/cinder/gl/Light.h

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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