]> git.tdb.fi Git - libs/gl.git/blobdiff - source/lighting.cpp
Rename Lighting::sky_direction to zenith_direction
[libs/gl.git] / source / lighting.cpp
index ce522ac06a11e77151a5c7fbe0967347674f2aa3..ea59a1420945efefcc6c760d28cd9bc13c10a713 100644 (file)
@@ -15,7 +15,7 @@ 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)
@@ -31,9 +31,9 @@ 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 +88,14 @@ 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);