]> git.tdb.fi Git - libs/gl.git/blobdiff - source/materials/lighting.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / materials / lighting.cpp
index bcf2bb0e2645772555b2f1bbc2eaa4b6ea3959b2..d8e5400626ae43eb26221ebd92bd748bb8043972 100644 (file)
@@ -1,54 +1,43 @@
 #include <stdexcept>
 #include <cmath>
 #include <msp/core/algorithm.h>
-#include "error.h"
+#include <msp/datafile/collection.h>
+#include <msp/fs/utils.h>
+#include <msp/strings/format.h>
 #include "light.h"
 #include "lighting.h"
-#include "matrix.h"
-#include "misc.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-Lighting::Lighting():
-       ambient(0.2),
-       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)
-{ }
-
-Lighting::~Lighting()
+Lighting::Lighting()
 {
-       for(vector<Light *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
-               delete *i;
+       set_ambient(0.2f);
+       set_fog_color(Color(0.0f, 0.0f, 0.0f, 0.0f));
+       set_fog_density(0.0f);
+
+       for(unsigned i=0; i<6; ++i)
+       {
+               string base = format("light_sources[%d]", i);
+               shdata.uniform(base+".position", Vector4(0, 0, 1, 0));
+               shdata.uniform(base+".color", 0.0f, 0.0f, 0.0f);
+               shdata.uniform(base+".type", 0);
+               shdata.uniform(base+".attenuation", 1.0f, 0.0f, 0.0f);
+       }
 }
 
 void Lighting::set_ambient(const Color &a)
 {
        ambient = a;
-}
-
-void Lighting::set_sky_color(const Color &s)
-{
-       sky_color = s;
-}
-
-void Lighting::set_zenith_direction(const Vector3 &d)
-{
-       zenith_direction = d;
-}
-
-void Lighting::set_horizon_angle(const Geometry::Angle<float> &a)
-{
-       horizon_angle = a;
+       shdata.uniform("ambient_color", ambient);
 }
 
 void Lighting::set_fog_color(const Color &c)
 {
        fog_color = c;
+       shdata.uniform("fog_color", fog_color);
 }
 
 void Lighting::set_fog_density(float d)
@@ -57,6 +46,7 @@ void Lighting::set_fog_density(float d)
                throw invalid_argument("Lighting::set_fog_density");
 
        fog_density = d;
+       shdata.uniform("fog_density", fog_density);
 }
 
 void Lighting::set_fog_half_distance(float d)
@@ -66,52 +56,52 @@ void Lighting::set_fog_half_distance(float d)
 
 void Lighting::attach(const Light &l)
 {
-       if(find(lights, &l)==lights.end())
+       if(find_member(lights, &l, &AttachedLight::light)==lights.end())
                lights.push_back(&l);
 }
 
 void Lighting::detach(const Light &l)
 {
-       vector<const Light *>::iterator i = find(lights, &l);
+       auto i = find_member(lights, &l, &AttachedLight::light);
        if(i!=lights.end())
+       {
                lights.erase(i);
+               shdata.uniform(format("light_sources[%d].enabled", lights.size()), 0);
+       }
 }
 
-void Lighting::detach(unsigned i)
+int Lighting::find_light_index(const Light &l) const
 {
-       if(i>=lights.size())
-               return;
-
-       detach(*lights[i]);
+       auto i = find_member(lights, &l, &AttachedLight::light);
+       return (i!=lights.end() ? i-lights.begin() : -1);
 }
 
-const Light *Lighting::get_attached_light(unsigned i) const
+const ProgramData &Lighting::get_shader_data() const
 {
-       return i<lights.size() ? lights[i] : 0;
+       for(unsigned i=0; i<lights.size(); ++i)
+               if(lights[i].light->get_generation()!=lights[i].generation)
+               {
+                       lights[i].light->update_shader_data(shdata, i);
+                       lights[i].generation = lights[i].light->get_generation();
+               }
+
+       return shdata;
 }
 
-void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix) const
+void Lighting::set_debug_name(const string &name)
 {
-       shdata.uniform("ambient_color", ambient);
-       shdata.uniform("sky_color", sky_color);
-       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);
+#ifdef DEBUG
+       shdata.set_debug_name(name+" [UBO]");
+#else
+       (void)name;
+#endif
 }
 
 
 DataFile::Loader::ActionMap Lighting::Loader::shared_actions;
 
-Lighting::Loader::Loader(Lighting &l):
-       DataFile::ObjectLoader<Lighting>(l)
+Lighting::Loader::Loader(Lighting &l, Collection &c):
+       CollectionObjectLoader<Lighting>(l, &c)
 {
        set_actions(shared_actions);
 }
@@ -122,18 +112,13 @@ void Lighting::Loader::init_actions()
        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);
-
-       // Deprecated
-       add("light", &Loader::light_index);
+       add("light", &Loader::light_inline);
 }
 
 void Lighting::Loader::ambient(float r, float g, float b)
 {
-       obj.ambient = Color(r, g, b);
+       obj.set_ambient(Color(r, g, b));
 }
 
 void Lighting::Loader::fog_color(float r, float g, float b)
@@ -151,32 +136,17 @@ void Lighting::Loader::fog_half_distance(float d)
        obj.set_fog_half_distance(d);
 }
 
-void Lighting::Loader::horizon_angle(float a)
+void Lighting::Loader::light(const string &name)
 {
-       obj.set_horizon_angle(Geometry::Angle<float>::from_degrees(a));
+       obj.attach(get_collection().get<Light>(name));
 }
 
-void Lighting::Loader::light()
+void Lighting::Loader::light_inline()
 {
-       RefPtr<Light> lgt = new Light;
-       load_sub(*lgt);
+       Light::GenericLoader ldr(get_collection());
+       load_sub_with(ldr);
+       Light *lgt = ldr.store_object(get_collection(), format("%s/%d.light", FS::basename(get_source()), obj.lights.size()));
        obj.attach(*lgt);
-       obj.owned_data.push_back(lgt.release());
-}
-
-void Lighting::Loader::light_index(unsigned)
-{
-       light_inline();
-}
-
-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