X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterials%2Flighting.h;h=9fe37ca665e943f18c5afd51586b1a8679dcab80;hp=226dee1c05a740e27a23d53baec2e4416e4a558a;hb=3ac3a51c623271da815c8ee60c484445871753bf;hpb=a8383f1163cd020e2ce2c030e93defd2f9909a1d diff --git a/source/materials/lighting.h b/source/materials/lighting.h index 226dee1c..9fe37ca6 100644 --- a/source/materials/lighting.h +++ b/source/materials/lighting.h @@ -19,13 +19,14 @@ 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(); @@ -35,25 +36,33 @@ public: void fog_density(float); void fog_half_distance(float); void horizon_angle(float); - void light(); - void light_index(unsigned); + 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. */ void set_ambient(const Color &); @@ -61,15 +70,15 @@ public: 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 &); + DEPRECATED 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 &); + DEPRECATED 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 &); + DEPRECATED void set_horizon_angle(const Geometry::Angle &); /** Sets the fog color, which is blended into distant surfaces. */ void set_fog_color(const Color &); @@ -95,11 +104,13 @@ public: is returned. */ DEPRECATED const Light *get_attached_light(unsigned) const; - const std::vector &get_attached_lights() const { return lights; } - /** 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; + DEPRECATED void update_shader_data(ProgramData &, const Matrix &) const; + + const ProgramData &get_shader_data() const; + + void set_debug_name(const std::string &); }; } // namespace GL