]> git.tdb.fi Git - libs/gl.git/blobdiff - source/lighting.cpp
Adapt to the new vector/matrix slicing API in mspmath
[libs/gl.git] / source / lighting.cpp
index 6b6af57cc1f84a337acc227a5165265f41b79bf8..239bdc19d0d03fdb9d0bcfaf58902d4c12abf4f6 100644 (file)
@@ -1,24 +1,41 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2008  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include <stdexcept>
+#include <msp/gl/extensions/msp_legacy_features.h>
+#include "error.h"
 #include "light.h"
 #include "lighting.h"
+#include "lightunit.h"
+#include "matrix.h"
 #include "misc.h"
 
+using namespace std;
+
 namespace Msp {
 namespace GL {
 
 Lighting::Lighting():
-       ambient(0.2)
+       ambient(0.2),
+       sky_direction(0, 0, 1),
+       horizon_angle(Geometry::Angle<float>::zero())
 { }
 
 void Lighting::set_ambient(const Color &a)
 {
-       ambient=a;
+       ambient = a;
+}
+
+void Lighting::set_sky_color(const Color &s)
+{
+       sky_color = s;
+}
+
+void Lighting::set_sky_direction(const Vector3 &d)
+{
+       sky_direction = d;
+}
+
+void Lighting::set_horizon_angle(const Geometry::Angle<float> &a)
+{
+       horizon_angle = a;
 }
 
 void Lighting::attach(unsigned i, const Light &l)
@@ -26,7 +43,9 @@ void Lighting::attach(unsigned i, const Light &l)
        if(i>=lights.size())
                lights.resize(i+1);
 
-       lights[i]=&l;
+       lights[i] = &l;
+       if(current()==this)
+               l.bind_to(i);
 }
 
 void Lighting::detach(unsigned i)
@@ -34,38 +53,51 @@ void Lighting::detach(unsigned i)
        if(i>=lights.size())
                return;
 
-       lights[i]=0;
+       lights[i] = 0;
+       if(current()==this)
+               Light::unbind_from(i);
+}
+
+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_sky_dir", view_matrix.block<3, 3>(0, 0)*sky_direction);
+       shdata.uniform("horizon_limit", horizon_angle.radians());
+
+       for(unsigned i=0; i<lights.size(); ++i)
+               if(lights[i])
+                       lights[i]->update_shader_data(shdata, view_matrix, i);
 }
 
 void Lighting::bind() const
 {
-       if(current!=this)
-       {
-               enable(LIGHTING);
-               glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &ambient.r);
-               for(unsigned i=0; i<lights.size(); ++i)
-                       if(lights[i])
-                               lights[i]->bind_to(i);
-               current=this;
-       }
+       static Require _req(MSP_legacy_features);
+       if(lights.size()>LightUnit::get_n_units())
+               throw invalid_operation("Lighting::bind");
+
+       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);
 }
 
 void Lighting::unbind()
 {
-       if(current)
-       {
-               for(unsigned i=0; i<current->lights.size(); ++i)
-                       if(current->lights[i])
-                       {
-                               Light::activate(i);
-                               Light::unbind();
-                       }
-               disable(LIGHTING);
-               current=0;
-       }
-}
+       const Lighting *old = current();
+       if(!set_current(0))
+               return;
 
-const Lighting *Lighting::current=0;
+       for(unsigned i=0; i<old->lights.size(); ++i)
+               if(old->lights[i])
+                       Light::unbind_from(i);
+
+       disable(GL_LIGHTING);
+}
 
 } // namespace GL
 } // namespace Msp