X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Flighting.h;h=931d06d3daf8d2e72aede2af04452b0d0a2e740a;hb=0ab875bdc9fbf84ecfce883b188410bb45882447;hp=063bbf2b4eb5a5f81bb75a6931ba5833d603b377;hpb=70663ae97d5b70a6b468e07dd7e73475a175dc9b;p=libs%2Fgl.git diff --git a/source/lighting.h b/source/lighting.h index 063bbf2b..931d06d3 100644 --- a/source/lighting.h +++ b/source/lighting.h @@ -14,7 +14,8 @@ namespace GL { class Light; /** -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 { @@ -23,22 +24,54 @@ private: Color sky_color; Vector3 sky_direction; Geometry::Angle horizon_angle; + Color fog_color; + float fog_density; 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 &); + /** Sets the fog color, which is blended into distant surfaces. */ + void set_fog_color(const Color &); + + /** Sets the density of the fog. Zero means no fog. */ + void set_fog_density(float); + + /** Sets the density of the fog so that the blending factor at the given + distance is 50%. */ + void set_fog_half_distance(float); + + /** 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); + /** Returns an attached light. If no light is attached at that index, null + is returned. */ + 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; + void bind() const; static void unbind();