};
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<Light *> owned_data;
+ std::vector<AttachedLight> lights;
+ mutable ProgramData shdata;
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 &);
+ DEPRECATED 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 &);
+ DEPRECATED 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> &);
+ DEPRECATED void set_horizon_angle(const Geometry::Angle<float> &);
/** Sets the fog color, which is blended into distant surfaces. */
void set_fog_color(const Color &);
is returned. */
DEPRECATED const Light *get_attached_light(unsigned) const;
- const std::vector<const Light *> &get_attached_lights() const { return lights; }
-
/** 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