X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Flighting.cpp;h=eeb4f30ee8e4ca0796ded102bfaf44049f1063c5;hp=239bdc19d0d03fdb9d0bcfaf58902d4c12abf4f6;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hpb=50a0c7fd661fe6bfa3f929ad66e47cfab4a0fb87 diff --git a/source/lighting.cpp b/source/lighting.cpp index 239bdc19..eeb4f30e 100644 --- a/source/lighting.cpp +++ b/source/lighting.cpp @@ -1,9 +1,8 @@ #include -#include +#include #include "error.h" #include "light.h" #include "lighting.h" -#include "lightunit.h" #include "matrix.h" #include "misc.h" @@ -14,10 +13,18 @@ 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 +35,9 @@ 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) @@ -38,14 +45,30 @@ 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()) lights.resize(i+1); lights[i] = &l; - if(current()==this) - l.bind_to(i); } void Lighting::detach(unsigned i) @@ -54,49 +77,85 @@ void Lighting::detach(unsigned i) return; lights[i] = 0; - if(current()==this) - 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; iupdate_shader_data(shdata, view_matrix, i); } -void Lighting::bind() const + +Lighting::Loader::Loader(Lighting &l): + DataFile::ObjectLoader(l) { - static Require _req(MSP_legacy_features); - if(lights.size()>LightUnit::get_n_units()) - throw invalid_operation("Lighting::bind"); + 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); +} - if(!set_current(this)) - return; +void Lighting::Loader::ambient(float r, float g, float b) +{ + obj.ambient = Color(r, g, b); +} - enable(GL_LIGHTING); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &ambient.r); - for(unsigned i=0; ibind_to(i); +void Lighting::Loader::fog_color(float r, float g, float b) +{ + obj.set_fog_color(Color(r, g, b)); } -void Lighting::unbind() +void Lighting::Loader::fog_density(float d) { - const Lighting *old = current(); - if(!set_current(0)) - return; + obj.set_fog_density(d); +} - for(unsigned i=0; ilights.size(); ++i) - if(old->lights[i]) - Light::unbind_from(i); +void Lighting::Loader::fog_half_distance(float d) +{ + obj.set_fog_half_distance(d); +} - disable(GL_LIGHTING); +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_zenith_direction(Vector3(x, y, z)); } } // namespace GL