#define MSP_GL_LIGHTING_H_
#include <vector>
-#include "bindable.h"
+#include <msp/geometry/angle.h>
#include "color.h"
#include "gl.h"
#include "programdata.h"
class Light;
/**
-Encapsulates global lighting parameters and a number of individual lights.
+Encapsulates global lighting parameters and any number of individual light
+sources.
*/
-class Lighting: public Bindable<Lighting>
+class 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 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 &);
+
const Color &get_ambient() const { return ambient; }
+ /** Sets the color of the sky at zenith. Has no effect without shaders. */
+ void set_sky_color(const Color &);
+
+ /** Sets the direction of the zenith. Defaults to positive Z axis. Has no
+ effect without shaders. */
+ void set_zenith_direction(const Vector3 &);
+
+ /** Sets the angle where skylight cuts off, counted from the true horizon.
+ Has no effect without shaders. */
+ void set_horizon_angle(const Geometry::Angle<float> &);
+
+ /** Sets the fog color, which is blended into distant surfaces. */
+ void set_fog_color(const Color &);
+
+ /** Sets the density of the fog. Zero means no fog. */
+ void set_fog_density(float);
+
+ /** Sets the density of the fog so that the blending factor at the given
+ distance is 50%. */
+ void set_fog_half_distance(float);
+
+ /** Attaches a light source. */
void attach(unsigned, const Light &);
+
+ /** Detaches a light source. */
void detach(unsigned);
- void update_shader_data(ProgramData &, const Matrix &) const;
- void bind() const;
+ /** Returns an attached light. If no light is attached at that index, null
+ is returned. */
+ const Light *get_attached_light(unsigned) const;
- static void unbind();
+ /** Updates a ProgramData object with the uniforms for the Lighting,
+ including all attached light sources. A view matrix must be passed in. */
+ void update_shader_data(ProgramData &, const Matrix &) const;
};
} // namespace GL