]> git.tdb.fi Git - libs/gl.git/blobdiff - source/lighting.cpp
Add functions for setting arrays of 2x2 and 3x3 matrix uniforms
[libs/gl.git] / source / lighting.cpp
index 5cda4f4c6a4e005a5ad71c22427ddc0c5d0d69c7..108edf16b9ac848d6a2b34323abc60f8b60b9ea5 100644 (file)
@@ -15,12 +15,18 @@ namespace GL {
 
 Lighting::Lighting():
        ambient(0.2),
-       sky_direction(0, 0, 1),
+       zenith_direction(0, 0, 1),
        horizon_angle(Geometry::Angle<float>::zero()),
        fog_color(0.0f, 0.0f, 0.0f, 0.0f),
        fog_density(0.0f)
 { }
 
+Lighting::~Lighting()
+{
+       for(vector<Light *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+               delete *i;
+}
+
 void Lighting::set_ambient(const Color &a)
 {
        ambient = a;
@@ -31,9 +37,9 @@ void Lighting::set_sky_color(const Color &s)
        sky_color = s;
 }
 
-void Lighting::set_sky_direction(const Vector3 &d)
+void Lighting::set_zenith_direction(const Vector3 &d)
 {
-       sky_direction = d;
+       zenith_direction = d;
 }
 
 void Lighting::set_horizon_angle(const Geometry::Angle<float> &a)
@@ -88,11 +94,14 @@ void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix
 {
        shdata.uniform("ambient_color", ambient);
        shdata.uniform("sky_color", sky_color);
-       shdata.uniform("eye_sky_dir", view_matrix.block<3, 3>(0, 0)*sky_direction);
+       shdata.uniform("eye_zenith_dir", view_matrix.block<3, 3>(0, 0)*zenith_direction);
        shdata.uniform("horizon_limit", horizon_angle.radians());
        shdata.uniform("fog_color", fog_color);
        shdata.uniform("fog_density", fog_density);
 
+       // For backwards compatibility
+       shdata.uniform("eye_sky_dir", view_matrix.block<3, 3>(0, 0)*zenith_direction);
+
        for(unsigned i=0; i<lights.size(); ++i)
                if(lights[i])
                        lights[i]->update_shader_data(shdata, view_matrix, i);
@@ -104,14 +113,25 @@ void Lighting::bind() const
        if(lights.size()>LightUnit::get_n_units())
                throw invalid_operation("Lighting::bind");
 
+       const Lighting *old = current();
        if(!set_current(this))
                return;
 
        enable(GL_LIGHTING);
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &ambient.r);
        for(unsigned i=0; i<lights.size(); ++i)
+       {
                if(lights[i])
                        lights[i]->bind_to(i);
+               else
+                       Light::unbind_from(i);
+       }
+
+       if(old)
+       {
+               for(unsigned i=lights.size(); i<old->lights.size(); ++i)
+                       Light::unbind_from(i);
+       }
 
        if(fog_density)
        {
@@ -137,5 +157,62 @@ void Lighting::unbind()
                disable(GL_FOG);
 }
 
+
+Lighting::Loader::Loader(Lighting &l):
+       DataFile::ObjectLoader<Lighting>(l)
+{
+       add("ambient", &Loader::ambient);
+       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("sky_color", &Loader::sky_color);
+       add("zenith_direction", &Loader::zenith_direction);
+}
+
+void Lighting::Loader::ambient(float r, float g, float b)
+{
+       obj.ambient = Color(r, g, b);
+}
+
+void Lighting::Loader::fog_color(float r, float g, float b)
+{
+       obj.set_fog_color(Color(r, g, b));
+}
+
+void Lighting::Loader::fog_density(float d)
+{
+       obj.set_fog_density(d);
+}
+
+void Lighting::Loader::fog_half_distance(float d)
+{
+       obj.set_fog_half_distance(d);
+}
+
+void Lighting::Loader::horizon_angle(float a)
+{
+       obj.set_horizon_angle(Geometry::Angle<float>::from_degrees(a));
+}
+
+void Lighting::Loader::light(unsigned i)
+{
+       RefPtr<Light> lgt = new Light;
+       load_sub(*lgt);
+       obj.attach(i, *lgt);
+       obj.owned_data.push_back(lgt.release());
+}
+
+void Lighting::Loader::sky_color(float r, float g, float b)
+{
+       obj.set_sky_color(Color(r, g, b));
+}
+
+void Lighting::Loader::zenith_direction(float x, float y, float z)
+{
+       obj.set_sky_direction(Vector3(x, y, z));
+}
+
 } // namespace GL
 } // namespace Msp