class Lighting
{
public:
- class Loader: public DataFile::ObjectLoader<Lighting>
+ class Loader: public DataFile::CollectionObjectLoader<Lighting>
{
private:
static ActionMap shared_actions;
public:
Loader(Lighting &);
+ Loader(Lighting &, Collection &);
private:
virtual void init_actions();
void fog_density(float);
void fog_half_distance(float);
void horizon_angle(float);
- void light(unsigned);
+ void light(const std::string &);
+ void light_inline();
+ void light_inline_index(unsigned);
void sky_color(float, float, float);
void zenith_direction(float, float, float);
};
private:
+ struct AttachedLight
+ {
+ const Light *light;
+ mutable unsigned generation;
+
+ AttachedLight(const Light *l): light(l), generation(0) { }
+ };
+
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<AttachedLight> lights;
std::vector<Light *> owned_data;
+ mutable ProgramData shdata;
public:
Lighting();
distance is 50%. */
void set_fog_half_distance(float);
- /** Attaches a light source. */
- void attach(unsigned, const Light &);
+ /** Attaches a light source. If the light was already attached, does
+ nothing. */
+ void attach(const Light &);
- /** Detaches a light source. */
- void detach(unsigned);
+ /** Detaches a light source. If the light was not attached, does nothing. */
+ void detach(const Light &);
+
+ DEPRECATED void attach(unsigned, const Light &l) { attach(l); }
+ DEPRECATED void detach(unsigned);
/** Returns an attached light. If no light is attached at that index, null
is returned. */
- const Light *get_attached_light(unsigned) const;
+ DEPRECATED const Light *get_attached_light(unsigned) const;
/** 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;
+ DEPRECATED void update_shader_data(ProgramData &, const Matrix &) const;
+
+ const ProgramData &get_shader_data() const;
+
+ void set_debug_name(const std::string &);
};
} // namespace GL