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;
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