]> git.tdb.fi Git - libs/gl.git/blobdiff - source/lighting.cpp
Remove the deprecated ProgramBuilder class
[libs/gl.git] / source / lighting.cpp
index ea59a1420945efefcc6c760d28cd9bc13c10a713..eeb4f30ee8e4ca0796ded102bfaf44049f1063c5 100644 (file)
@@ -1,10 +1,8 @@
 #include <stdexcept>
 #include <cmath>
-#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"
 
@@ -21,6 +19,12 @@ Lighting::Lighting():
        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;
@@ -65,8 +69,6 @@ void Lighting::attach(unsigned i, const Light &l)
                lights.resize(i+1);
 
        lights[i] = &l;
-       if(current()==this)
-               l.bind_to(i);
 }
 
 void Lighting::detach(unsigned i)
@@ -75,8 +77,6 @@ void Lighting::detach(unsigned i)
                return;
 
        lights[i] = 0;
-       if(current()==this)
-               Light::unbind_from(i);
 }
 
 const Light *Lighting::get_attached_light(unsigned i) const
@@ -101,54 +101,61 @@ void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix
                        lights[i]->update_shader_data(shdata, view_matrix, i);
 }
 
-void Lighting::bind() const
+
+Lighting::Loader::Loader(Lighting &l):
+       DataFile::ObjectLoader<Lighting>(l)
 {
-       static Require _req(MSP_legacy_features);
-       if(lights.size()>LightUnit::get_n_units())
-               throw invalid_operation("Lighting::bind");
+       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);
+}
 
-       const Lighting *old = current();
-       if(!set_current(this))
-               return;
+void Lighting::Loader::ambient(float r, float g, float b)
+{
+       obj.ambient = Color(r, g, b);
+}
 
-       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)
-       {
-               enable(GL_FOG);
-               glFogi(GL_FOG_MODE, GL_EXP);
-               glFogf(GL_FOG_DENSITY, fog_density);
-               glFogfv(GL_FOG_COLOR, &fog_color.r);
-       }
-}
-
-void Lighting::unbind()
-{
-       const Lighting *old = current();
-       if(!set_current(0))
-               return;
+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));
+}
 
-       for(unsigned i=0; i<old->lights.size(); ++i)
-               if(old->lights[i])
-                       Light::unbind_from(i);
+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());
+}
 
-       disable(GL_LIGHTING);
-       if(old->fog_density)
-               disable(GL_FOG);
+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