Lighting::Lighting():
ambient(0.2),
- sky_direction(0, 0, 1),
+ zenith_direction(0, 0, 1),
horizon_angle(Geometry::Angle<float>::zero()),
fog_color(0.0f, 0.0f, 0.0f, 0.0f),
fog_density(0.0f)
{ }
+Lighting::~Lighting()
+{
+ for(vector<Light *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+ delete *i;
+}
+
void Lighting::set_ambient(const Color &a)
{
ambient = a;
sky_color = s;
}
-void Lighting::set_sky_direction(const Vector3 &d)
+void Lighting::set_zenith_direction(const Vector3 &d)
{
- sky_direction = d;
+ zenith_direction = d;
}
void Lighting::set_horizon_angle(const Geometry::Angle<float> &a)
{
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("eye_zenith_dir", view_matrix.block<3, 3>(0, 0)*zenith_direction);
shdata.uniform("horizon_limit", horizon_angle.radians());
shdata.uniform("fog_color", fog_color);
shdata.uniform("fog_density", fog_density);
+ // For backwards compatibility
+ shdata.uniform("eye_sky_dir", view_matrix.block<3, 3>(0, 0)*zenith_direction);
+
for(unsigned i=0; i<lights.size(); ++i)
if(lights[i])
lights[i]->update_shader_data(shdata, view_matrix, i);
disable(GL_FOG);
}
+
+Lighting::Loader::Loader(Lighting &l):
+ DataFile::ObjectLoader<Lighting>(l)
+{
+ add("ambient", &Loader::ambient);
+ add("fog_color", &Loader::fog_color);
+ add("fog_density", &Loader::fog_density);
+ add("fog_half_distance", &Loader::fog_half_distance);
+ add("horizon_angle", &Loader::horizon_angle);
+ add("light", &Loader::light);
+ add("sky_color", &Loader::sky_color);
+ add("zenith_direction", &Loader::zenith_direction);
+}
+
+void Lighting::Loader::ambient(float r, float g, float b)
+{
+ obj.ambient = Color(r, g, b);
+}
+
+void Lighting::Loader::fog_color(float r, float g, float b)
+{
+ obj.set_fog_color(Color(r, g, b));
+}
+
+void Lighting::Loader::fog_density(float d)
+{
+ obj.set_fog_density(d);
+}
+
+void Lighting::Loader::fog_half_distance(float d)
+{
+ obj.set_fog_half_distance(d);
+}
+
+void Lighting::Loader::horizon_angle(float a)
+{
+ obj.set_horizon_angle(Geometry::Angle<float>::from_degrees(a));
+}
+
+void Lighting::Loader::light(unsigned i)
+{
+ RefPtr<Light> lgt = new Light;
+ load_sub(*lgt);
+ obj.attach(i, *lgt);
+ obj.owned_data.push_back(lgt.release());
+}
+
+void Lighting::Loader::sky_color(float r, float g, float b)
+{
+ obj.set_sky_color(Color(r, g, b));
+}
+
+void Lighting::Loader::zenith_direction(float x, float y, float z)
+{
+ obj.set_sky_direction(Vector3(x, y, z));
+}
+
} // namespace GL
} // namespace Msp