*/
class Lighting: public Bindable<Lighting>
{
+public:
+ class Loader: public DataFile::ObjectLoader<Lighting>
+ {
+ public:
+ Loader(Lighting &);
+
+ private:
+ void ambient(float, float, float);
+ void fog_color(float, float, float);
+ void fog_density(float);
+ void fog_half_distance(float);
+ void horizon_angle(float);
+ void light(unsigned);
+ void sky_color(float, float, float);
+ void zenith_direction(float, float, float);
+ };
+
private:
Color ambient;
Color sky_color;
- Vector3 sky_direction;
+ Vector3 zenith_direction;
Geometry::Angle<float> horizon_angle;
Color fog_color;
float fog_density;
std::vector<const Light *> lights;
+ std::vector<Light *> owned_data;
public:
Lighting();
+ ~Lighting();
/** Sets the ambient lighting color. Affects all surfaces in the scene. */
void set_ambient(const Color &);
/** Sets the color of the sky at zenith. Has no effect without shaders. */
void set_sky_color(const Color &);
- /** Sets the direction of the sky. Defaults to positive Z axis. Has no
+ /** Sets the direction of the zenith. Defaults to positive Z axis. Has no
effect without shaders. */
- void set_sky_direction(const Vector3 &);
+ void set_zenith_direction(const Vector3 &);
+
+ /// Deprecated alias for set_zenith_direction
+ void set_sky_direction(const Vector3 &d) { set_zenith_direction(d); }
/** Sets the angle where skylight cuts off, counted from the true horizon.
Has no effect without shaders. */