X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Flighting.cpp;h=108edf16b9ac848d6a2b34323abc60f8b60b9ea5;hp=239bdc19d0d03fdb9d0bcfaf58902d4c12abf4f6;hb=56beca9d8b4f7b4edac81411d31e24df88e84ac3;hpb=50a0c7fd661fe6bfa3f929ad66e47cfab4a0fb87 diff --git a/source/lighting.cpp b/source/lighting.cpp index 239bdc19..108edf16 100644 --- a/source/lighting.cpp +++ b/source/lighting.cpp @@ -1,4 +1,5 @@ #include +#include #include #include "error.h" #include "light.h" @@ -14,10 +15,18 @@ namespace GL { Lighting::Lighting(): ambient(0.2), - sky_direction(0, 0, 1), - horizon_angle(Geometry::Angle::zero()) + zenith_direction(0, 0, 1), + horizon_angle(Geometry::Angle::zero()), + fog_color(0.0f, 0.0f, 0.0f, 0.0f), + fog_density(0.0f) { } +Lighting::~Lighting() +{ + for(vector::iterator i=owned_data.begin(); i!=owned_data.end(); ++i) + delete *i; +} + void Lighting::set_ambient(const Color &a) { ambient = a; @@ -28,9 +37,9 @@ void Lighting::set_sky_color(const Color &s) sky_color = s; } -void Lighting::set_sky_direction(const Vector3 &d) +void Lighting::set_zenith_direction(const Vector3 &d) { - sky_direction = d; + zenith_direction = d; } void Lighting::set_horizon_angle(const Geometry::Angle &a) @@ -38,6 +47,24 @@ void Lighting::set_horizon_angle(const Geometry::Angle &a) horizon_angle = a; } +void Lighting::set_fog_color(const Color &c) +{ + fog_color = c; +} + +void Lighting::set_fog_density(float d) +{ + if(d<0) + throw invalid_argument("Lighting::set_fog_density"); + + fog_density = d; +} + +void Lighting::set_fog_half_distance(float d) +{ + set_fog_density(-log(pow(0.5, 1.0/d))); +} + void Lighting::attach(unsigned i, const Light &l) { if(i>=lights.size()) @@ -58,12 +85,22 @@ void Lighting::detach(unsigned i) Light::unbind_from(i); } +const Light *Lighting::get_attached_light(unsigned i) const +{ + return i(0, 0)*sky_direction); + 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; iLightUnit::get_n_units()) throw invalid_operation("Lighting::bind"); + const Lighting *old = current(); if(!set_current(this)) return; enable(GL_LIGHTING); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &ambient.r); for(unsigned i=0; ibind_to(i); + else + Light::unbind_from(i); + } + + if(old) + { + for(unsigned i=lights.size(); ilights.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() @@ -97,6 +153,65 @@ void Lighting::unbind() Light::unbind_from(i); disable(GL_LIGHTING); + if(old->fog_density) + disable(GL_FOG); +} + + +Lighting::Loader::Loader(Lighting &l): + DataFile::ObjectLoader(l) +{ + 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); +} + +void Lighting::Loader::ambient(float r, float g, float b) +{ + obj.ambient = Color(r, g, b); +} + +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::from_degrees(a)); +} + +void Lighting::Loader::light(unsigned i) +{ + RefPtr lgt = new Light; + load_sub(*lgt); + obj.attach(i, *lgt); + obj.owned_data.push_back(lgt.release()); +} + +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_sky_direction(Vector3(x, y, z)); } } // namespace GL