namespace GL {
Lighting::Lighting():
- ambient(0.2),
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)
-{ }
+ horizon_angle(Geometry::Angle<float>::zero())
+{
+ set_ambient(0.2f);
+ set_fog_color(Color(0.0f, 0.0f, 0.0f, 0.0f));
+ set_fog_density(0.0f);
+}
Lighting::~Lighting()
{
void Lighting::set_ambient(const Color &a)
{
ambient = a;
+ shdata.uniform("ambient_color", ambient);
}
void Lighting::set_sky_color(const Color &s)
{
sky_color = s;
+ shdata.uniform("sky_color", sky_color);
}
void Lighting::set_zenith_direction(const Vector3 &d)
{
zenith_direction = d;
+ shdata.uniform("world_zenith_dir", zenith_direction);
}
void Lighting::set_horizon_angle(const Geometry::Angle<float> &a)
{
horizon_angle = a;
+ shdata.uniform("horizon_limit", horizon_angle.radians());
}
void Lighting::set_fog_color(const Color &c)
{
fog_color = c;
+ shdata.uniform("fog_color", fog_color);
}
void Lighting::set_fog_density(float d)
throw invalid_argument("Lighting::set_fog_density");
fog_density = d;
+ shdata.uniform("fog_density", fog_density);
}
void Lighting::set_fog_half_distance(float d)
void Lighting::attach(const Light &l)
{
- if(find(lights, &l)==lights.end())
+ if(find_member(lights, &l, &AttachedLight::light)==lights.end())
lights.push_back(&l);
}
void Lighting::detach(const Light &l)
{
- vector<const Light *>::iterator i = find(lights, &l);
+ vector<AttachedLight>::iterator i = find_member(lights, &l, &AttachedLight::light);
if(i!=lights.end())
lights.erase(i);
}
if(i>=lights.size())
return;
- detach(*lights[i]);
+ detach(*lights[i].light);
}
const Light *Lighting::get_attached_light(unsigned i) const
{
- return i<lights.size() ? lights[i] : 0;
+ return i<lights.size() ? lights[i].light : 0;
}
-void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix) const
+void Lighting::update_shader_data(ProgramData &sd, const Matrix &) const
{
- shdata.uniform("ambient_color", ambient);
- shdata.uniform("sky_color", sky_color);
- shdata.uniform("world_zenith_dir", zenith_direction);
- shdata.uniform("horizon_limit", horizon_angle.radians());
- shdata.uniform("fog_color", fog_color);
- shdata.uniform("fog_density", fog_density);
+ sd.uniform("ambient_color", ambient);
+ sd.uniform("sky_color", sky_color);
+ sd.uniform("world_zenith_dir", zenith_direction);
+ sd.uniform("horizon_limit", horizon_angle.radians());
+ sd.uniform("fog_color", fog_color);
+ sd.uniform("fog_density", fog_density);
for(unsigned i=0; i<lights.size(); ++i)
- if(lights[i])
- lights[i]->update_shader_data(shdata, view_matrix, i);
+ if(lights[i].light)
+ lights[i].light->update_shader_data(sd, i);
+}
+
+const ProgramData &Lighting::get_shader_data() const
+{
+ for(unsigned i=0; i<lights.size(); ++i)
+ if(lights[i].light->get_generation()!=lights[i].generation)
+ {
+ lights[i].light->update_shader_data(shdata, i);
+ lights[i].generation = lights[i].light->get_generation();
+ }
+
+ return shdata;
+}
+
+void Lighting::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
}
void Lighting::Loader::ambient(float r, float g, float b)
{
- obj.ambient = Color(r, g, b);
+ obj.set_ambient(Color(r, g, b));
}
void Lighting::Loader::fog_color(float r, float g, float b)