1 #ifndef MSP_GL_LIGHTING_H_
2 #define MSP_GL_LIGHTING_H_
5 #include <msp/geometry/angle.h>
7 #include "programdata.h"
15 Encapsulates global lighting parameters and any number of individual light
21 class Loader: public DataFile::CollectionObjectLoader<Lighting>
24 static ActionMap shared_actions;
28 Loader(Lighting &, Collection &);
31 virtual void init_actions();
33 void ambient(float, float, float);
34 void fog_color(float, float, float);
35 void fog_density(float);
36 void fog_half_distance(float);
37 void horizon_angle(float);
38 void light(const std::string &);
40 void light_inline_index(unsigned);
41 void sky_color(float, float, float);
42 void zenith_direction(float, float, float);
49 mutable unsigned generation;
51 AttachedLight(const Light *l): light(l), generation(0) { }
56 Vector3 zenith_direction;
57 Geometry::Angle<float> horizon_angle;
60 std::vector<AttachedLight> lights;
61 mutable ProgramData shdata;
66 /** Sets the ambient lighting color. Affects all surfaces in the scene. */
67 void set_ambient(const Color &);
69 const Color &get_ambient() const { return ambient; }
71 /** Sets the color of the sky at zenith. Has no effect without shaders. */
72 DEPRECATED void set_sky_color(const Color &);
74 /** Sets the direction of the zenith. Defaults to positive Z axis. Has no
75 effect without shaders. */
76 DEPRECATED void set_zenith_direction(const Vector3 &);
78 /** Sets the angle where skylight cuts off, counted from the true horizon.
79 Has no effect without shaders. */
80 DEPRECATED void set_horizon_angle(const Geometry::Angle<float> &);
82 /** Sets the fog color, which is blended into distant surfaces. */
83 void set_fog_color(const Color &);
85 /** Sets the density of the fog. Zero means no fog. */
86 void set_fog_density(float);
88 /** Sets the density of the fog so that the blending factor at the given
90 void set_fog_half_distance(float);
92 /** Attaches a light source. If the light was already attached, does
94 void attach(const Light &);
96 /** Detaches a light source. If the light was not attached, does nothing. */
97 void detach(const Light &);
99 DEPRECATED void attach(unsigned, const Light &l) { attach(l); }
100 DEPRECATED void detach(unsigned);
102 /** Returns an attached light. If no light is attached at that index, null
104 DEPRECATED const Light *get_attached_light(unsigned) const;
106 /** Updates a ProgramData object with the uniforms for the Lighting,
107 including all attached light sources. A view matrix must be passed in. */
108 DEPRECATED void update_shader_data(ProgramData &, const Matrix &) const;
110 const ProgramData &get_shader_data() const;
112 void set_debug_name(const std::string &);