1 #ifndef MSP_GL_LIGHTING_H_
2 #define MSP_GL_LIGHTING_H_
5 #include <msp/geometry/angle.h>
8 #include "programdata.h"
16 Encapsulates global lighting parameters and any number of individual light
22 class Loader: public DataFile::ObjectLoader<Lighting>
25 static ActionMap shared_actions;
31 virtual void init_actions();
33 void ambient(float, float, float);
34 void fog_color(float, float, float);
35 void fog_density(float);
36 void fog_half_distance(float);
37 void horizon_angle(float);
39 void sky_color(float, float, float);
40 void zenith_direction(float, float, float);
46 Vector3 zenith_direction;
47 Geometry::Angle<float> horizon_angle;
50 std::vector<const Light *> lights;
51 std::vector<Light *> owned_data;
57 /** Sets the ambient lighting color. Affects all surfaces in the scene. */
58 void set_ambient(const Color &);
60 const Color &get_ambient() const { return ambient; }
62 /** Sets the color of the sky at zenith. Has no effect without shaders. */
63 void set_sky_color(const Color &);
65 /** Sets the direction of the zenith. Defaults to positive Z axis. Has no
66 effect without shaders. */
67 void set_zenith_direction(const Vector3 &);
69 /** Sets the angle where skylight cuts off, counted from the true horizon.
70 Has no effect without shaders. */
71 void set_horizon_angle(const Geometry::Angle<float> &);
73 /** Sets the fog color, which is blended into distant surfaces. */
74 void set_fog_color(const Color &);
76 /** Sets the density of the fog. Zero means no fog. */
77 void set_fog_density(float);
79 /** Sets the density of the fog so that the blending factor at the given
81 void set_fog_half_distance(float);
83 /** Attaches a light source. */
84 void attach(unsigned, const Light &);
86 /** Detaches a light source. */
87 void detach(unsigned);
89 /** Returns an attached light. If no light is attached at that index, null
91 const Light *get_attached_light(unsigned) const;
93 /** Updates a ProgramData object with the uniforms for the Lighting,
94 including all attached light sources. A view matrix must be passed in. */
95 void update_shader_data(ProgramData &, const Matrix &) const;