*/
class Lighting: public Bindable<Lighting>
{
+public:
+ class Loader: public DataFile::ObjectLoader<Lighting>
+ {
+ public:
+ Loader(Lighting &);
+
+ private:
+ void ambient(float, float, float);
+ void fog_color(float, float, float);
+ void fog_density(float);
+ void fog_half_distance(float);
+ void horizon_angle(float);
+ void light(unsigned);
+ void sky_color(float, float, float);
+ void zenith_direction(float, float, float);
+ };
+
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;
+ std::vector<Light *> owned_data;
public:
Lighting();
+ ~Lighting();
/** Sets the ambient lighting color. Affects all surfaces in the scene. */
void set_ambient(const Color &);
/** 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 &);
/** Detaches a light source. */
void detach(unsigned);
+ /** Returns an attached light. If no light is attached at that index, null
+ is returned. */
+ const Light *get_attached_light(unsigned) const;
+
/** Updates a ProgramData object with the uniforms for the Lighting,
including all attached light sources. A view matrix must be passed in. */
void update_shader_data(ProgramData &, const Matrix &) const;