/******************************************************************************** * OpenGL-Framework * * Copyright (c) 2013 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ #ifndef LIGHT_H #define LIGHT_H // Libraries #include "maths/Color.h" #include "maths/Vector3.h" #include "Object3D.h" #include "Texture2D.h" #include "Shader.h" #include namespace openglframework { // Class Light class Light : public Object3D { private: // -------------------- Attributes -------------------- // // Diffuse color of the light Color mDiffuseColor; // Specular color of the light Color mSpecularColor; // True if the light is active bool mIsActive; public: // -------------------- Methods -------------------- // // Constructor Light(); // Constructor Light(Color diffuseColor, Color specularColor); // Destructor virtual ~Light(); // Return the diffuse color Color getDiffuseColor() const; // Set the diffuse color void setDiffuseColor(const Color& color); // Return the specular color Color getSpecularColor() const; // Set the specular color void setSpecularColor(const Color& color); // Return true if the light is active bool getIsActive() const; // Initialize the light void init(); // Enable the light void enable(); // Disable the light void disable(); }; // Return the diffuse color inline Color Light::getDiffuseColor() const { return mDiffuseColor; } // Set the diffuse color inline void Light::setDiffuseColor(const Color& color) { mDiffuseColor = color; } // Return the specular color inline Color Light::getSpecularColor() const { return mSpecularColor; } // Set the specular color inline void Light::setSpecularColor(const Color& color) { mSpecularColor = color; } // Return true if the light is active inline bool Light::getIsActive() const { return mIsActive; } // Enable the light inline void Light::enable() { mIsActive = true; // Enable the light //glEnable(GL_LIGHTING); //glEnable(GL_LIGHT0 + mLightID); } // Disable the light inline void Light::disable() { mIsActive = false; // Disable the light //glDisable(GL_LIGHT0 + mLightID); } } #endif