X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Flighting.h;h=5469cef5a8df3755d5c2fbb7dd13a734855d62ca;hb=c51030d1cb2308d30db80303a561de1774dfdb76;hp=31e75a44c66b36442778b7ac2d07e0add0a6f342;hpb=42ace9ac1350d3ae009bdd2fb335ac1e57d1b36b;p=libs%2Fgl.git diff --git a/source/lighting.h b/source/lighting.h index 31e75a44..5469cef5 100644 --- a/source/lighting.h +++ b/source/lighting.h @@ -1,45 +1,61 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2008 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_LIGHTING_H_ #define MSP_GL_LIGHTING_H_ #include +#include #include "bindable.h" #include "color.h" #include "gl.h" +#include "programdata.h" namespace Msp { namespace GL { class Light; -enum -{ - LIGHTING = GL_LIGHTING -}; - /** -Encapsulates global lighting parameters and a number of individual lights. +Encapsulates global lighting parameters and any number of individual light +sources. */ class Lighting: public Bindable { private: Color ambient; + Color sky_color; + Vector3 sky_direction; + Geometry::Angle horizon_angle; std::vector lights; public: 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 &); + + /** Sets the direction of the sky. Defaults to positive Z axis. Has no + effect without shaders. */ + void set_sky_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 &); + + /** Attaches a light source. If the attachment index is greater than + LightUnit::get_n_units, the Lighting can't be bound for legacy mode. */ void attach(unsigned, const Light &); + + /** Detaches a light source. */ void detach(unsigned); + + /** 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; + void bind() const; static void unbind();