#include <vector>
#include <msp/geometry/angle.h>
-#include "bindable.h"
#include "color.h"
#include "gl.h"
#include "programdata.h"
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;
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 &);
effect without shaders. */
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. */
void set_horizon_angle(const Geometry::Angle<float> &);
distance is 50%. */
void set_fog_half_distance(float);
- /** Attaches a light source. If the attachment index is greater than
- LightUnit::get_n_units, the Lighting can't be bound for legacy mode. */
+ /** Attaches a light source. */
void attach(unsigned, const Light &);
/** Detaches a light source. */
/** 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;
-
- void bind() const;
-
- static void unbind();
};
} // namespace GL