Color sky_color;
Vector3 sky_direction;
Geometry::Angle<float> horizon_angle;
+ Color fog_color;
+ float fog_density;
std::vector<const Light *> lights;
public:
Has no effect without shaders. */
void set_horizon_angle(const Geometry::Angle<float> &);
+ /** Sets the fog color, which is blended into distant surfaces. */
+ void set_fog_color(const Color &);
+
+ /** Sets the density of the fog. Zero means no fog. */
+ void set_fog_density(float);
+
+ /** Sets the density of the fog so that the blending factor at the given
+ distance is 50%. */
+ void set_fog_half_distance(float);
+
/** Attaches a light source. If the attachment index is greater than
LightUnit::get_n_units, the Lighting can't be bound for legacy mode. */
void attach(unsigned, const Light &);
/** Detaches a light source. */
void detach(unsigned);
+ /** Returns an attached light. If no light is attached at that index, null
+ is returned. */
+ const Light *get_attached_light(unsigned) const;
+
/** Updates a ProgramData object with the uniforms for the Lighting,
including all attached light sources. A view matrix must be passed in. */
void update_shader_data(ProgramData &, const Matrix &) const;