+#include <stdexcept>
#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)
+ 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>=LightUnit::get_n_units())
+ throw out_of_range("Lighting::attach");
+
if(i>=lights.size())
lights.resize(i+1);
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(!set_current(this))