182 lines
5.4 KiB
C++
182 lines
5.4 KiB
C++
/********************************************************************************
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* OpenGL-Framework *
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* Copyright (c) 2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef LIGHT_H
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#define LIGHT_H
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// Libraries
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#include "maths/Color.h"
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#include "maths/Vector3.h"
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#include "Object3D.h"
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#include "Texture2D.h"
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#include "FrameBufferObject.h"
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#include "Shader.h"
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#include <GL/glew.h>
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namespace openglframework {
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// Class Light
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class Light : public Object3D {
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private:
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// -------------------- Attributes -------------------- //
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// OpenGL light ID
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GLuint mLightID;
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// Diffuse color of the light
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Color mDiffuseColor;
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// Specular color of the light
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Color mSpecularColor;
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// True if the light is active
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bool mIsActive;
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// Shadow map associated with this light
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Texture2D mShadowMap;
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// Framebuffer object to render the shadow map
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FrameBufferObject mFBOShadowMap;
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// Shader to render the depth of the scene into a texture
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Shader mDepthShader;
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public:
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// -------------------- Methods -------------------- //
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// Constructor
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Light(GLuint id);
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// Constructor
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Light(GLuint id, Color diffuseColor, Color specularColor);
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// Destructor
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virtual ~Light();
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// Return the diffuse color
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Color getDiffuseColor() const;
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// Set the diffuse color
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void setDiffuseColor(const Color& color);
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// Return the specular color
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Color getSpecularColor() const;
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// Set the specular color
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void setSpecularColor(const Color& color);
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// Return true if the light is active
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bool getIsActive() const;
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// Initialize the light
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void init();
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// Enable the light
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void enable();
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// Disable the light
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void disable();
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// Create a shadow map associated with this light
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bool createShadowMap(uint width, uint height);
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// Call this method before rendering the scene for the shadow map computation
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void startRenderingShadowMap();
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// Call this method after having rendered the scene for the shadow map computation
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void stopRenderingShadowMap();
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// Destroy the shadow map associated with this light
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void destroyShadowMap();
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};
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// Return the diffuse color
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inline Color Light::getDiffuseColor() const {
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return mDiffuseColor;
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}
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// Set the diffuse color
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inline void Light::setDiffuseColor(const Color& color) {
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mDiffuseColor = color;
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}
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// Return the specular color
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inline Color Light::getSpecularColor() const {
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return mSpecularColor;
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}
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// Set the specular color
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inline void Light::setSpecularColor(const Color& color) {
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mSpecularColor = color;
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}
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// Return true if the light is active
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inline bool Light::getIsActive() const {
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return mIsActive;
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}
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// Enable the light
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inline void Light::enable() {
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mIsActive = true;
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// Enable the light
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0 + mLightID);
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}
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// Disable the light
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inline void Light::disable() {
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mIsActive = false;
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// Disable the light
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glDisable(GL_LIGHT0 + mLightID);
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}
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// Destroy the shadow map associated with this light
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inline void Light::destroyShadowMap() {
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mShadowMap.destroy();
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mFBOShadowMap.destroy();
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mDepthShader.destroy();
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}
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// Call this method before rendering the scene for the shadow map computation
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inline void Light::startRenderingShadowMap() {
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assert(mShadowMap.getID());
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}
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// Call this method after having rendered the scene for the shadow map computation
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inline void Light::stopRenderingShadowMap() {
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assert(mShadowMap.getID());
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}
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}
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#endif
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