#include <vector>
#include <msp/geometry/angle.h>
#include "color.h"
-#include "gl.h"
#include "programdata.h"
namespace Msp {
class Lighting
{
public:
- class Loader: public DataFile::ObjectLoader<Lighting>
+ class Loader: public DataFile::CollectionObjectLoader<Lighting>
{
private:
static ActionMap shared_actions;
public:
- Loader(Lighting &);
+ Loader(Lighting &, Collection &);
private:
virtual void init_actions();
void fog_color(float, float, float);
void fog_density(float);
void fog_half_distance(float);
- void horizon_angle(float);
- void light();
- void light_index(unsigned);
- void sky_color(float, float, float);
- void zenith_direction(float, float, float);
+ void light(const std::string &);
+ void light_inline();
};
private:
+ struct AttachedLight
+ {
+ const Light *light;
+ mutable unsigned generation;
+
+ AttachedLight(const Light *l): light(l), generation(0) { }
+ };
+
Color ambient;
- Color sky_color;
- Vector3 zenith_direction;
- Geometry::Angle<float> horizon_angle;
Color fog_color;
float fog_density;
- std::vector<const Light *> lights;
- std::vector<Light *> owned_data;
+ std::vector<AttachedLight> lights;
+ mutable ProgramData shdata;
public:
Lighting();
- ~Lighting();
/** Sets the ambient lighting color. Affects all surfaces in the scene. */
void set_ambient(const Color &);
const Color &get_ambient() const { return ambient; }
- /** Sets the color of the sky at zenith. Has no effect without shaders. */
- void set_sky_color(const Color &);
-
- /** Sets the direction of the zenith. Defaults to positive Z axis. Has no
- effect without shaders. */
- void set_zenith_direction(const Vector3 &);
-
- /** Sets the angle where skylight cuts off, counted from the true horizon.
- 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 &);
/** Detaches a light source. If the light was not attached, does nothing. */
void detach(const Light &);
- DEPRECATED void attach(unsigned, const Light &l) { attach(l); }
- DEPRECATED void detach(unsigned);
-
- /** Returns an attached light. If no light is attached at that index, null
- is returned. */
- DEPRECATED const Light *get_attached_light(unsigned) const;
+ int find_light_index(const Light &) const;
- const std::vector<const Light *> &get_attached_lights() const { return lights; }
+ const ProgramData &get_shader_data() 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;
+ void set_debug_name(const std::string &);
};
} // namespace GL