private:
Color ambient;
Color sky_color;
- Vector3 sky_direction;
+ Vector3 zenith_direction;
Geometry::Angle<float> horizon_angle;
+ Color fog_color;
+ float fog_density;
std::vector<const Light *> lights;
public:
/** Sets the color of the sky at zenith. Has no effect without shaders. */
void set_sky_color(const Color &);
- /** Sets the direction of the sky. Defaults to positive Z axis. Has no
+ /** Sets the direction of the zenith. Defaults to positive Z axis. Has no
effect without shaders. */
- void set_sky_direction(const Vector3 &);
+ void set_zenith_direction(const Vector3 &);
+
+ /// Deprecated alias for set_zenith_direction
+ void set_sky_direction(const Vector3 &d) { set_zenith_direction(d); }
/** Sets the angle where skylight cuts off, counted from the true horizon.
Has no effect without shaders. */
void set_horizon_angle(const Geometry::Angle<float> &);
+ /** Sets the fog color, which is blended into distant surfaces. */
+ void set_fog_color(const Color &);
+
+ /** Sets the density of the fog. Zero means no fog. */
+ void set_fog_density(float);
+
+ /** Sets the density of the fog so that the blending factor at the given
+ distance is 50%. */
+ void set_fog_half_distance(float);
+
/** Attaches a light source. If the attachment index is greater than
LightUnit::get_n_units, the Lighting can't be bound for legacy mode. */
void attach(unsigned, const Light &);