X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterials%2Flighting.h;h=658d7476a794843650188cd6c5ca7a5c7afcc141;hb=c8520aa336e92f2eaf9a38c3430c608520a90324;hp=56c728a12c2bbad1ef597a9c457109c03713b174;hpb=aeef1c75d50f39bf57c3e608bbe41005479c44da;p=libs%2Fgl.git diff --git a/source/materials/lighting.h b/source/materials/lighting.h index 56c728a1..658d7476 100644 --- a/source/materials/lighting.h +++ b/source/materials/lighting.h @@ -4,7 +4,6 @@ #include #include #include "color.h" -#include "gl.h" #include "programdata.h" namespace Msp { @@ -19,13 +18,13 @@ sources. class Lighting { public: - class Loader: public DataFile::ObjectLoader + class Loader: public DataFile::CollectionObjectLoader { private: static ActionMap shared_actions; public: - Loader(Lighting &); + Loader(Lighting &, Collection &); private: virtual void init_actions(); @@ -34,42 +33,33 @@ public: void fog_color(float, float, float); void fog_density(float); void fog_half_distance(float); - void horizon_angle(float); - void light(unsigned); - void sky_color(float, float, float); - void zenith_direction(float, float, float); + void light(const std::string &); + void light_inline(); }; 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 horizon_angle; Color fog_color; float fog_density; - std::vector lights; - std::vector owned_data; + std::vector 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 &); - - /** Sets the direction of the zenith. Defaults to positive Z axis. Has no - effect without shaders. */ - 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 &); - /** Sets the fog color, which is blended into distant surfaces. */ void set_fog_color(const Color &); @@ -80,19 +70,18 @@ public: distance is 50%. */ void set_fog_half_distance(float); - /** Attaches a light source. */ - void attach(unsigned, const Light &); + /** Attaches a light source. If the light was already attached, does + nothing. */ + void attach(const Light &); + + /** Detaches a light source. If the light was not attached, does nothing. */ + void detach(const Light &); - /** Detaches a light source. */ - void detach(unsigned); + int find_light_index(const Light &) const; - /** Returns an attached light. If no light is attached at that index, null - is returned. */ - const Light *get_attached_light(unsigned) const; + const ProgramData &get_shader_data() 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 set_debug_name(const std::string &); }; } // namespace GL