X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Flighting.cpp;h=108edf16b9ac848d6a2b34323abc60f8b60b9ea5;hp=517530a2f128854f964f673411f11eedfc97df87;hb=56beca9d8b4f7b4edac81411d31e24df88e84ac3;hpb=f136af6873d7409daffe262b14f632af986bd7dc diff --git a/source/lighting.cpp b/source/lighting.cpp index 517530a2..108edf16 100644 --- a/source/lighting.cpp +++ b/source/lighting.cpp @@ -1,7 +1,11 @@ #include +#include +#include +#include "error.h" #include "light.h" #include "lighting.h" #include "lightunit.h" +#include "matrix.h" #include "misc.h" using namespace std; @@ -10,19 +14,59 @@ namespace Msp { namespace GL { Lighting::Lighting(): - ambient(0.2) + ambient(0.2), + 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; } -void Lighting::attach(unsigned i, const Light &l) +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 &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) { - if(i>=LightUnit::get_n_units()) - throw out_of_range("Lighting::attach"); + set_fog_density(-log(pow(0.5, 1.0/d))); +} +void Lighting::attach(unsigned i, const Light &l) +{ if(i>=lights.size()) lights.resize(i+1); @@ -41,16 +85,61 @@ void Lighting::detach(unsigned i) Light::unbind_from(i); } +const Light *Lighting::get_attached_light(unsigned i) const +{ + return i(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; iupdate_shader_data(shdata, view_matrix, i); +} + void Lighting::bind() const { + static Require _req(MSP_legacy_features); + if(lights.size()>LightUnit::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() @@ -64,6 +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