X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterials%2Flighting.h;h=335e78872a23f2a0f9acfcf4b05ffddfa0fd2f56;hp=2a8756c3e567442758a9372932d7e958c7214ee6;hb=HEAD;hpb=3b0cb993f410b05fc6309d41aa292f4e57c35519 diff --git a/source/materials/lighting.h b/source/materials/lighting.h index 2a8756c3..335e7887 100644 --- a/source/materials/lighting.h +++ b/source/materials/lighting.h @@ -4,7 +4,6 @@ #include #include #include "color.h" -#include "gl.h" #include "programdata.h" namespace Msp { @@ -13,8 +12,9 @@ namespace GL { class Light; /** -Encapsulates global lighting parameters and any number of individual light -sources. +Combines multiple light sources with global lighting parameters. + +This class also stores ProgramData for using the lights in shaders. */ class Lighting { @@ -25,7 +25,6 @@ public: static ActionMap shared_actions; public: - Loader(Lighting &); Loader(Lighting &, Collection &); private: @@ -35,44 +34,34 @@ public: void fog_color(float, float, float); void fog_density(float); void fog_half_distance(float); - void horizon_angle(float); void light(const std::string &); void light_inline(); - void light_inline_index(unsigned); - void sky_color(float, float, float); - void zenith_direction(float, float, float); }; private: + struct AttachedLight + { + const Light *light; + mutable unsigned generation; + + AttachedLight(const Light *l): light(l), generation(0) { } + }; + Color ambient; - Color sky_color; - Vector3 zenith_direction; - Geometry::Angle horizon_angle; Color fog_color; float fog_density; - std::vector lights; - std::vector owned_data; + std::vector lights; + mutable ProgramData shdata; public: Lighting(); - ~Lighting(); - /** Sets the ambient lighting color. Affects all surfaces in the scene. */ + /** Sets the ambient lighting color. Affects all surfaces in an equal + amount. */ 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 &); - /** Sets the fog color, which is blended into distant surfaces. */ void set_fog_color(const Color &); @@ -90,18 +79,11 @@ public: /** Detaches a light source. If the light was not attached, does nothing. */ void detach(const Light &); - DEPRECATED void attach(unsigned, const Light &l) { attach(l); } - DEPRECATED void detach(unsigned); - - /** Returns an attached light. If no light is attached at that index, null - is returned. */ - DEPRECATED const Light *get_attached_light(unsigned) const; + int find_light_index(const Light &) const; - const std::vector &get_attached_lights() const { return lights; } + const ProgramData &get_shader_data() 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; + void set_debug_name(const std::string &); }; } // namespace GL