#include <vector>
#include <msp/geometry/angle.h>
#include "color.h"
-#include "gl.h"
#include "programdata.h"
namespace Msp {
void fog_color(float, float, float);
void fog_density(float);
void fog_half_distance(float);
- void horizon_angle(float);
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:
};
Color ambient;
- Color sky_color;
- Vector3 zenith_direction;
- Geometry::Angle<float> horizon_angle;
Color fog_color;
float fog_density;
std::vector<AttachedLight> lights;
- std::vector<Light *> owned_data;
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. */
- DEPRECATED void set_sky_color(const Color &);
-
- /** Sets the direction of the zenith. Defaults to positive Z axis. Has no
- effect without shaders. */
- DEPRECATED void set_zenith_direction(const Vector3 &);
-
- /** Sets the angle where skylight cuts off, counted from the true horizon.
- Has no effect without shaders. */
- 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 &);
/** 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. */
- 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. */
- DEPRECATED void update_shader_data(ProgramData &, const Matrix &) const;
-
const ProgramData &get_shader_data() const;
void set_debug_name(const std::string &);