]> git.tdb.fi Git - libs/gl.git/blobdiff - source/lighting.cpp
Rename Lighting::sky_direction to zenith_direction
[libs/gl.git] / source / lighting.cpp
index 5cda4f4c6a4e005a5ad71c22427ddc0c5d0d69c7..ea59a1420945efefcc6c760d28cd9bc13c10a713 100644 (file)
@@ -15,7 +15,7 @@ namespace GL {
 
 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)
@@ -31,9 +31,9 @@ void Lighting::set_sky_color(const Color &s)
        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)
@@ -88,11 +88,14 @@ void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix
 {
        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);
@@ -104,14 +107,25 @@ void Lighting::bind() const
        if(lights.size()>LightUnit::get_n_units())
                throw invalid_operation("Lighting::bind");
 
+       const Lighting *old = current();
        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);
+               else
+                       Light::unbind_from(i);
+       }
+
+       if(old)
+       {
+               for(unsigned i=lights.size(); i<old->lights.size(); ++i)
+                       Light::unbind_from(i);
+       }
 
        if(fog_density)
        {