add("fog_color", &Loader::fog_color);
add("fog_density", &Loader::fog_density);
add("fog_half_distance", &Loader::fog_half_distance);
- add("horizon_angle", &Loader::horizon_angle);
add("light", &Loader::light);
add("light", &Loader::light_inline);
- add("sky_color", &Loader::sky_color);
- add("zenith_direction", &Loader::zenith_direction);
// Deprecated
+ add("horizon_angle", &Loader::horizon_angle);
add("light", &Loader::light_inline_index);
+ add("sky_color", &Loader::sky_color);
+ add("zenith_direction", &Loader::zenith_direction);
}
void Lighting::Loader::ambient(float r, float g, float b)
obj.set_fog_half_distance(d);
}
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
void Lighting::Loader::horizon_angle(float a)
{
obj.set_horizon_angle(Geometry::Angle<float>::from_degrees(a));
}
+#pragma GCC diagnostic pop
void Lighting::Loader::light(const string &name)
{
light_inline();
}
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
void Lighting::Loader::sky_color(float r, float g, float b)
{
obj.set_sky_color(Color(r, g, b));
{
obj.set_zenith_direction(Vector3(x, y, z));
}
+#pragma GCC diagnostic pop
} // namespace GL
} // namespace Msp
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<float> &);
+ DEPRECATED void set_horizon_angle(const Geometry::Angle<float> &);
/** Sets the fog color, which is blended into distant surfaces. */
void set_fog_color(const Color &);