-#include <stdexcept>
-#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),
- sky_direction(0, 0, 1),
- horizon_angle(Geometry::Angle<float>::zero())
-{ }
-
-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::attach(unsigned i, const Light &l)
-{
- if(i>=lights.size())
- lights.resize(i+1);
-
- lights[i] = &l;
- if(current()==this)
- l.bind_to(i);
-}
-
-void Lighting::detach(unsigned i)
-{
- if(i>=lights.size())
- return;
-
- lights[i] = 0;
- if(current()==this)
- Light::unbind_from(i);
-}
-
-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", Vector3(view_matrix*Vector4(sky_direction, 0.0f)));
- shdata.uniform("horizon_limit", horizon_angle.radians());
-
- for(unsigned i=0; i<lights.size(); ++i)
- if(lights[i])
- lights[i]->update_shader_data(shdata, view_matrix, i);
-}
-
-void Lighting::bind() const
-{
- if(lights.size()>LightUnit::get_n_units())
- throw invalid_operation("Lighting::bind");
-
- 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);
-}
-
-void Lighting::unbind()
-{
- const Lighting *old = current();
- if(!set_current(0))
- return;
-
- for(unsigned i=0; i<old->lights.size(); ++i)
- if(old->lights[i])
- Light::unbind_from(i);
-
- disable(GL_LIGHTING);
-}
-
-} // namespace GL
-} // namespace Msp