84 lines
2.2 KiB
C++
84 lines
2.2 KiB
C++
/************************************************************************************
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Authors : Bradley Austin Davis <bdavis@saintandreas.org>
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Copyright : Copyright Brad Davis. All Rights reserved.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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#pragma once
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#ifndef GL_ZERO
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#error "You must include the gl headers before including this file"
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#endif
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#include "GlShaders.h"
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#include <glm/glm.hpp>
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#include <vector>
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namespace gl {
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struct Light {
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glm::vec4 position;
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glm::vec4 color;
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Light(const glm::vec4 & position = glm::vec4(1), const glm::vec4 & color =
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glm::vec4(1)) {
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this->position = position;
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this->color = color;
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}
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};
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class Lights {
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std::vector<glm::vec4> lightPositions;
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std::vector<glm::vec4> lightColors;
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glm::vec4 ambient;
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public:
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// Singleton class
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Lights()
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: ambient(glm::vec4(0.2, 0.2, 0.2, 1.0)) {
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addLight();
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}
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void apply(Program & renderProgram) {
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renderProgram.setUniform("Ambient", ambient);
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renderProgram.setUniform("LightCount", (GLint)lightPositions.size());
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if (!lightPositions.empty()) {
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renderProgram.setUniform4fv("LightPosition[0]", lightPositions);
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renderProgram.setUniform4fv("LightColor[0]", lightColors);
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}
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}
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void apply(ProgramPtr & program) {
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apply(*program);
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}
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void addLight(const glm::vec4 & position = glm::vec4(1),
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const glm::vec4 & color = glm::vec4(1)) {
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lightPositions.push_back(position);
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lightColors.push_back(color);
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}
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void addLight(const Light & light) {
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addLight(light.position, light.color);
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}
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void setAmbient(const glm::vec4 & ambient) {
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this->ambient = ambient;
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}
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};
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} // gl
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