+++ /dev/null
-#include <stdexcept>
-#include <cmath>
-#include "error.h"
-#include "light.h"
-#include "lighting.h"
-#include "matrix.h"
-#include "misc.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Lighting::Lighting():
- ambient(0.2),
- 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;
-}
-
-void Lighting::set_sky_color(const Color &s)
-{
- sky_color = s;
-}
-
-void Lighting::set_zenith_direction(const Vector3 &d)
-{
- zenith_direction = d;
-}
-
-void Lighting::set_horizon_angle(const Geometry::Angle<float> &a)
-{
- horizon_angle = a;
-}
-
-void Lighting::set_fog_color(const Color &c)
-{
- fog_color = c;
-}
-
-void Lighting::set_fog_density(float d)
-{
- if(d<0)
- throw invalid_argument("Lighting::set_fog_density");
-
- fog_density = d;
-}
-
-void Lighting::set_fog_half_distance(float d)
-{
- set_fog_density(-log(pow(0.5, 1.0/d)));
-}
-
-void Lighting::attach(unsigned i, const Light &l)
-{
- if(i>=lights.size())
- lights.resize(i+1);
-
- lights[i] = &l;
-}
-
-void Lighting::detach(unsigned i)
-{
- if(i>=lights.size())
- return;
-
- lights[i] = 0;
-}
-
-const Light *Lighting::get_attached_light(unsigned i) const
-{
- return i<lights.size() ? lights[i] : 0;
-}
-
-void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix) const
-{
- shdata.uniform("ambient_color", ambient);
- shdata.uniform("sky_color", sky_color);
- 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);
-}
-
-
-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_zenith_direction(Vector3(x, y, z));
-}
-
-} // namespace GL
-} // namespace Msp