X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Flighting.h;h=931d06d3daf8d2e72aede2af04452b0d0a2e740a;hb=6dc2da27f0831d4172fcfeba4900616fd6c844b8;hp=7c7dc454c14f027e1fed3c17f62ec5b6b9b3c608;hpb=a6acc6fc98f8571eaaa66f726c1ff4d60abe4f58;p=libs%2Fgl.git diff --git a/source/lighting.h b/source/lighting.h index 7c7dc454..931d06d3 100644 --- a/source/lighting.h +++ b/source/lighting.h @@ -2,6 +2,7 @@ #define MSP_GL_LIGHTING_H_ #include +#include #include "bindable.h" #include "color.h" #include "gl.h" @@ -13,26 +14,64 @@ 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 { private: Color ambient; + Color sky_color; + Vector3 sky_direction; + Geometry::Angle horizon_angle; + Color fog_color; + float fog_density; std::vector lights; - ProgramData shdata; 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); - void update_shader_data(const Matrix &); - const ProgramData &get_shader_data() const { return shdata; } + /** 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();