]> git.tdb.fi Git - libs/gl.git/blobdiff - source/lighting.cpp
Only check against number of light units when binding Lighting
[libs/gl.git] / source / lighting.cpp
index f5fbca6ac7ac954c5a2c63cd75590557e4245660..7f662c72d9ccf55bdb0e5e8831706b9781709360 100644 (file)
@@ -1,7 +1,9 @@
 #include <stdexcept>
+#include "error.h"
 #include "light.h"
 #include "lighting.h"
 #include "lightunit.h"
+#include "matrix.h"
 #include "misc.h"
 
 using namespace std;
@@ -10,7 +12,9 @@ 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)
@@ -18,11 +22,23 @@ void Lighting::set_ambient(const Color &a)
        ambient = a;
 }
 
-void Lighting::attach(unsigned i, const Light &l)
+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)
 {
-       if(i>=LightUnit::get_n_units())
-               throw out_of_range("Lighting::attach");
+       horizon_angle = a;
+}
 
+void Lighting::attach(unsigned i, const Light &l)
+{
        if(i>=lights.size())
                lights.resize(i+1);
 
@@ -44,6 +60,10 @@ void Lighting::detach(unsigned 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);
@@ -51,6 +71,9 @@ void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix
 
 void Lighting::bind() const
 {
+       if(lights.size()>LightUnit::get_n_units())
+               throw invalid_operation("Lighting::bind");
+
        if(!set_current(this))
                return;