X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterials%2Flighting.h;h=a2f84c32e7105f5c189fb470410cf5d757794f7f;hb=b9d8d358aab136fb1d1242360fe4f3c3711bde11;hp=2a8756c3e567442758a9372932d7e958c7214ee6;hpb=3b0cb993f410b05fc6309d41aa292f4e57c35519;p=libs%2Fgl.git diff --git a/source/materials/lighting.h b/source/materials/lighting.h index 2a8756c3..a2f84c32 100644 --- a/source/materials/lighting.h +++ b/source/materials/lighting.h @@ -44,14 +44,23 @@ public: }; 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 lights; std::vector owned_data; + mutable ProgramData shdata; public: Lighting(); @@ -63,15 +72,15 @@ public: 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 &); + DEPRECATED 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 &); + DEPRECATED 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 &); + DEPRECATED void set_horizon_angle(const Geometry::Angle &); /** Sets the fog color, which is blended into distant surfaces. */ void set_fog_color(const Color &); @@ -97,11 +106,13 @@ public: is returned. */ DEPRECATED const Light *get_attached_light(unsigned) const; - const std::vector &get_attached_lights() const { return lights; } - /** 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; + DEPRECATED void update_shader_data(ProgramData &, const Matrix &) const; + + const ProgramData &get_shader_data() const; + + void set_debug_name(const std::string &); }; } // namespace GL