+#include <stdexcept>
+#include <cmath>
+#include <msp/gl/extensions/msp_legacy_features.h>
+#include "error.h"
#include "light.h"
#include "lighting.h"
+#include "lightunit.h"
+#include "matrix.h"
#include "misc.h"
+using namespace std;
+
namespace Msp {
namespace GL {
Lighting::Lighting():
- ambient(0.2)
+ ambient(0.2),
+ sky_direction(0, 0, 1),
+ horizon_angle(Geometry::Angle<float>::zero()),
+ fog_color(0.0f, 0.0f, 0.0f, 0.0f),
+ fog_density(0.0f)
{ }
void Lighting::set_ambient(const Color &a)
ambient = a;
}
+void Lighting::set_sky_color(const Color &s)
+{
+ sky_color = s;
+}
+
+void Lighting::set_sky_direction(const Vector3 &d)
+{
+ sky_direction = d;
+}
+
+void Lighting::set_horizon_angle(const Geometry::Angle<float> &a)
+{
+ horizon_angle = a;
+}
+
+void Lighting::set_fog_color(const Color &c)
+{
+ fog_color = c;
+}
+
+void Lighting::set_fog_density(float d)
+{
+ if(d<0)
+ throw invalid_argument("Lighting::set_fog_density");
+
+ fog_density = d;
+}
+
+void Lighting::set_fog_half_distance(float d)
+{
+ set_fog_density(-log(pow(0.5, 1.0/d)));
+}
+
void Lighting::attach(unsigned i, const Light &l)
{
if(i>=lights.size())
Light::unbind_from(i);
}
+const Light *Lighting::get_attached_light(unsigned i) const
+{
+ return i<lights.size() ? lights[i] : 0;
+}
+
+void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix) const
+{
+ shdata.uniform("ambient_color", ambient);
+ shdata.uniform("sky_color", sky_color);
+ shdata.uniform("eye_sky_dir", view_matrix.block<3, 3>(0, 0)*sky_direction);
+ shdata.uniform("horizon_limit", horizon_angle.radians());
+ shdata.uniform("fog_color", fog_color);
+ shdata.uniform("fog_density", fog_density);
+
+ for(unsigned i=0; i<lights.size(); ++i)
+ if(lights[i])
+ lights[i]->update_shader_data(shdata, view_matrix, i);
+}
+
void Lighting::bind() const
{
+ static Require _req(MSP_legacy_features);
+ if(lights.size()>LightUnit::get_n_units())
+ throw invalid_operation("Lighting::bind");
+
+ const Lighting *old = current();
if(!set_current(this))
return;
enable(GL_LIGHTING);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &ambient.r);
for(unsigned i=0; i<lights.size(); ++i)
+ {
if(lights[i])
lights[i]->bind_to(i);
+ else
+ Light::unbind_from(i);
+ }
+
+ if(old)
+ {
+ for(unsigned i=lights.size(); i<old->lights.size(); ++i)
+ Light::unbind_from(i);
+ }
+
+ if(fog_density)
+ {
+ enable(GL_FOG);
+ glFogi(GL_FOG_MODE, GL_EXP);
+ glFogf(GL_FOG_DENSITY, fog_density);
+ glFogfv(GL_FOG_COLOR, &fog_color.r);
+ }
}
void Lighting::unbind()
Light::unbind_from(i);
disable(GL_LIGHTING);
+ if(old->fog_density)
+ disable(GL_FOG);
}
} // namespace GL