X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterials%2Flighting.h;h=a2f84c32e7105f5c189fb470410cf5d757794f7f;hb=b9d8d358aab136fb1d1242360fe4f3c3711bde11;hp=ca214fc829601c9c26fa05e73e9e6d37f08d46be;hpb=7aaec9a70b8d7733429bec043f8e33e02956f266;p=libs%2Fgl.git diff --git a/source/materials/lighting.h b/source/materials/lighting.h index ca214fc8..a2f84c32 100644 --- a/source/materials/lighting.h +++ b/source/materials/lighting.h @@ -19,31 +19,48 @@ 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(); + void ambient(float, float, float); void fog_color(float, float, float); void fog_density(float); void fog_half_distance(float); void horizon_angle(float); - void light(unsigned); + void light(const std::string &); + void light_inline(); + void light_inline_index(unsigned); void sky_color(float, float, float); void zenith_direction(float, float, float); }; 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(); @@ -55,15 +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 &); @@ -75,19 +92,27 @@ 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); + DEPRECATED void attach(unsigned, const Light &l) { attach(l); } + DEPRECATED 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; + DEPRECATED 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; + DEPRECATED void update_shader_data(ProgramData &, const Matrix &) const; + + const ProgramData &get_shader_data() const; + + void set_debug_name(const std::string &); }; } // namespace GL