X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterials%2Flighting.h;h=658d7476a794843650188cd6c5ca7a5c7afcc141;hp=226dee1c05a740e27a23d53baec2e4416e4a558a;hb=ae45c0397e2cb8f0a01f2f31d01c95ff3870271e;hpb=a8383f1163cd020e2ce2c030e93defd2f9909a1d diff --git a/source/materials/lighting.h b/source/materials/lighting.h index 226dee1c..658d7476 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 { @@ -19,13 +18,13 @@ sources. class Lighting { public: - class Loader: public DataFile::ObjectLoader + class Loader: public DataFile::CollectionObjectLoader { private: static ActionMap shared_actions; public: - Loader(Lighting &); + Loader(Lighting &, Collection &); private: virtual void init_actions(); @@ -34,43 +33,33 @@ public: void fog_color(float, float, float); void fog_density(float); void fog_half_distance(float); - void horizon_angle(float); - void light(); - void light_index(unsigned); - void sky_color(float, float, float); - void zenith_direction(float, float, float); + void light(const std::string &); + void light_inline(); }; 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. */ 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 &); @@ -88,18 +77,11 @@ 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