#include <stdexcept>
#include <cmath>
#include <msp/core/algorithm.h>
-#include "error.h"
+#include <msp/datafile/collection.h>
+#include <msp/fs/utils.h>
+#include <msp/strings/format.h>
#include "light.h"
#include "lighting.h"
-#include "matrix.h"
-#include "misc.h"
using namespace std;
namespace Msp {
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)
-{ }
-
-Lighting::~Lighting()
+Lighting::Lighting()
{
- for(vector<Light *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
- delete *i;
+ set_ambient(0.2f);
+ set_fog_color(Color(0.0f, 0.0f, 0.0f, 0.0f));
+ set_fog_density(0.0f);
+
+ for(unsigned i=0; i<6; ++i)
+ {
+ string base = format("light_sources[%d]", i);
+ shdata.uniform(base+".position", Vector4(0, 0, 1, 0));
+ shdata.uniform(base+".color", 0.0f, 0.0f, 0.0f);
+ shdata.uniform(base+".type", 0);
+ shdata.uniform(base+".attenuation", 1.0f, 0.0f, 0.0f);
+ }
}
void Lighting::set_ambient(const Color &a)
{
ambient = a;
-}
-
-void Lighting::set_sky_color(const Color &s)
-{
- sky_color = s;
-}
-
-void Lighting::set_zenith_direction(const Vector3 &d)
-{
- zenith_direction = d;
-}
-
-void Lighting::set_horizon_angle(const Geometry::Angle<float> &a)
-{
- horizon_angle = a;
+ shdata.uniform("ambient_color", ambient);
}
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);
+ auto i = find_member(lights, &l, &AttachedLight::light);
if(i!=lights.end())
+ {
lights.erase(i);
+ shdata.uniform(format("light_sources[%d].enabled", lights.size()), 0);
+ }
}
-void Lighting::detach(unsigned i)
+int Lighting::find_light_index(const Light &l) const
{
- if(i>=lights.size())
- return;
-
- detach(*lights[i]);
+ auto i = find_member(lights, &l, &AttachedLight::light);
+ return (i!=lights.end() ? i-lights.begin() : -1);
}
-const Light *Lighting::get_attached_light(unsigned i) const
+const ProgramData &Lighting::get_shader_data() const
{
- return i<lights.size() ? lights[i] : 0;
+ 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::update_shader_data(ProgramData &shdata, const Matrix &view_matrix) const
+void Lighting::set_debug_name(const string &name)
{
- shdata.uniform("ambient_color", ambient);
- shdata.uniform("sky_color", sky_color);
- 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);
+#ifdef DEBUG
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
}
DataFile::Loader::ActionMap Lighting::Loader::shared_actions;
-Lighting::Loader::Loader(Lighting &l):
- DataFile::ObjectLoader<Lighting>(l)
+Lighting::Loader::Loader(Lighting &l, Collection &c):
+ CollectionObjectLoader<Lighting>(l, &c)
{
set_actions(shared_actions);
}
add("fog_color", &Loader::fog_color);
add("fog_density", &Loader::fog_density);
add("fog_half_distance", &Loader::fog_half_distance);
- add("horizon_angle", &Loader::horizon_angle);
add("light", &Loader::light);
- add("sky_color", &Loader::sky_color);
- add("zenith_direction", &Loader::zenith_direction);
-
- // Deprecated
- add("light", &Loader::light_index);
+ add("light", &Loader::light_inline);
}
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)
obj.set_fog_half_distance(d);
}
-void Lighting::Loader::horizon_angle(float a)
+void Lighting::Loader::light(const string &name)
{
- obj.set_horizon_angle(Geometry::Angle<float>::from_degrees(a));
+ obj.attach(get_collection().get<Light>(name));
}
-void Lighting::Loader::light()
+void Lighting::Loader::light_inline()
{
- RefPtr<Light> lgt = new Light;
- load_sub(*lgt);
+ Light::GenericLoader ldr(get_collection());
+ load_sub_with(ldr);
+ Light *lgt = ldr.store_object(get_collection(), format("%s/%d.light", FS::basename(get_source()), obj.lights.size()));
obj.attach(*lgt);
- obj.owned_data.push_back(lgt.release());
-}
-
-void Lighting::Loader::light_index(unsigned)
-{
- light_inline();
-}
-
-void Lighting::Loader::sky_color(float r, float g, float b)
-{
- obj.set_sky_color(Color(r, g, b));
-}
-
-void Lighting::Loader::zenith_direction(float x, float y, float z)
-{
- obj.set_zenith_direction(Vector3(x, y, z));
}
} // namespace GL