{-# LANGUAGE FlexibleContexts #-} -- This source file is part of HGamer3D -- (A project to enable 3D game development in Haskell) -- For the latest info, see http://www.hgamer3d.org -- -- (c) 2011-2013 Peter Althainz -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- Light.hs -- | Creating and managing Light in Base API. module HGamer3D.Graphics3D.Light ( -- * Types Light (..), -- * create and modify light sources HGamer3D.Graphics3D.Light.setAmbientLight, pointlight, spotlight, setSpotlightAngle, directionalLight ) where import HGamer3D.Data import HGamer3D.Util import GHC.Ptr import HGamer3D.Bindings.Ogre.ClassPtr import HGamer3D.Bindings.Ogre.Utils import HGamer3D.Bindings.Ogre.StructColour import HGamer3D.Bindings.Ogre.StructSharedPtr import HGamer3D.Bindings.Ogre.EnumSceneType import HGamer3D.Bindings.Ogre.EnumNodeTransformSpace import HGamer3D.Bindings.Ogre.EnumLightType --import HGamer3D.Bindings.Ogre.ClassCamera as Camera --import HGamer3D.Bindings.Ogre.ClassRoot as Root import HGamer3D.Bindings.Ogre.ClassLight as Light import HGamer3D.Bindings.Ogre.ClassNode as Node import HGamer3D.Bindings.Ogre.ClassSceneManager as SceneManager import HGamer3D.Bindings.Ogre.ClassSceneNode as SceneNode import HGamer3D.Bindings.Ogre.ClassRenderTarget as RenderTarget import HGamer3D.Bindings.Ogre.ClassRenderWindow as RenderWindow import HGamer3D.Bindings.Ogre.ClassResourceGroupManager as ResourceGroupManager import HGamer3D.Bindings.Ogre.ClassTextureManager as TextureManager import HGamer3D.Bindings.Ogre.ClassControllerManager as ControllerManager import HGamer3D.Bindings.Ogre.ClassViewport as Viewport import HGamer3D.Bindings.Ogre.ClassFrustum as Frustum import HGamer3D.Bindings.Ogre.ClassAnimationState as AnimationState import HGamer3D.Bindings.Ogre.ClassEntity as Entity import HGamer3D.Bindings.Ogre.ClassControllerManager as ControllerManager import HGamer3D.Bindings.Ogre.ClassWindowEventUtilities as WindowEventUtilities import HGamer3D.Bindings.Ogre.ClassManualObject as ManualObject import HGamer3D.Bindings.Ogre.EnumRenderOperationOperationType import HGamer3D.Bindings.Ogre.StructHG3DClass import HGamer3D.Bindings.Ogre.EnumSceneManagerPrefabType import HGamer3D.Data.HG3DClass import HGamer3D.Data.Operation3D import HGamer3D.Graphics3D.Types import HGamer3D.Graphics3D.Engine import Control.Monad import Control.Monad.Trans import Control.Monad.IO.Class import Control.Monad.State.Class -- | The light. data Light = Light HG3DClass deriving (Show) instance Position3D Light where position3D (Light l) = do pos <- Light.getPosition l return (pos) positionTo3D (Light l) pos = do let (Vec3 x y z) = pos Light.setPosition l x y z return () instance Direction3D Light where direction3D (Light l) = do d <- Light.getDirection l return d directionTo3D (Light l) v = do Light.setDirection2 l v return () -- | Ambient light is present everywhere, this function creates it and sets the colour of it. -- There is no light object, since movement, rotation, scaling would make no sense anyhow. setAmbientLight :: Graphics3DSystem -- ^ the Graphics3D system object, returned by initGraphics3D -> Colour -> IO () setAmbientLight g3ds colour = do let (SceneManager scm) = (g3dsSceneManager g3ds) SceneManager.setAmbientLight scm colour return () -- | creates a point light at a specific location pointlight :: Graphics3DSystem -- ^ the Graphics3D system object, returned by initGraphics3D -> Colour -- ^ Color of the light -> Vec3 -- ^ Position, where light is created -> IO (Light) -- ^ The light object pointlight g3ds (Colour t r g b) (Vec3 x y z) = do let (SceneManager scm) = (g3dsSceneManager g3ds) lightName <- nextUniqueName (g3dsUniqueName g3ds) light <- SceneManager.createLight scm lightName Light.setType light LT_POINT Light.setPosition light x y z Light.setDiffuseColour light r g b Light.setSpecularColour light r g b let eo = Light light return eo -- | creates a spot light at a specific location spotlight :: Graphics3DSystem -- ^ the Graphics3D system object, returned by initGraphics3D -> Colour -- ^ Color of the light -> Vec3 -- ^ Position, where light is created -> IO Light -- ^ The light object spotlight g3ds (Colour t r g b) (Vec3 x y z) = do let (SceneManager scm) = (g3dsSceneManager g3ds) lightName <- nextUniqueName (g3dsUniqueName g3ds) light <- SceneManager.createLight scm lightName Light.setType light LT_SPOTLIGHT Light.setPosition light x y z Light.setDiffuseColour light r g b Light.setSpecularColour light r g b let eo = Light light return eo -- | set the angle of a spotlight setSpotlightAngle :: Light -- ^ spotlight -> Angle -- ^ angle of the light cone, should be between 5 and 355 degree -> IO () setSpotlightAngle (Light light) a = do if (a >= (Deg 5)) && (a <= (Deg 355)) then do let innerAngle = fromAngle $ a `subA` (Deg 4.5) let outerAngle = fromAngle $ a `addA` (Deg 4.5) Light.setSpotlightInnerAngle light innerAngle Light.setSpotlightOuterAngle light outerAngle return () else do return () -- | creates a directional light at a specific location directionalLight :: Graphics3DSystem -- ^ the Graphics3D system object, returned by initGraphics3D -> Colour -- ^ Color of the light -> Vec3 -- ^ Position, where light is created -> IO (Light) -- ^ The light object directionalLight g3ds (Colour t r g b) (Vec3 x y z) = do let (SceneManager scm) = (g3dsSceneManager g3ds) lightName <- nextUniqueName (g3dsUniqueName g3ds) light <- SceneManager.createLight scm lightName Light.setType light LT_DIRECTIONAL Light.setPosition light x y z Light.setDiffuseColour light r g b Light.setSpecularColour light r g b let eo = Light light return eo