+++ /dev/null
-#ifndef MSP_GL_LIGHTING_H_
-#define MSP_GL_LIGHTING_H_
-
-#include <vector>
-#include <msp/geometry/angle.h>
-#include "bindable.h"
-#include "color.h"
-#include "gl.h"
-#include "programdata.h"
-
-namespace Msp {
-namespace GL {
-
-class Light;
-
-/**
-Encapsulates global lighting parameters and any number of individual light
-sources.
-*/
-class 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 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 &);
-
- const Color &get_ambient() const { return ambient; }
-
- /** Sets the color of the sky at zenith. Has no effect without shaders. */
- void set_sky_color(const Color &);
-
- /** Sets the direction of the zenith. Defaults to positive Z axis. Has no
- effect without shaders. */
- void set_zenith_direction(const Vector3 &);
-
- /** 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. */
- 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;
-};
-
-} // namespace GL
-} // namespace Msp
-
-#endif