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)
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);
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)
{