]> git.tdb.fi Git - libs/gl.git/commitdiff
Add loaders for Lighting and Light
authorMikko Rasa <tdb@tdb.fi>
Tue, 19 Dec 2017 16:18:29 +0000 (18:18 +0200)
committerMikko Rasa <tdb@tdb.fi>
Tue, 19 Dec 2017 16:20:16 +0000 (18:20 +0200)
source/light.cpp
source/light.h
source/lighting.cpp
source/lighting.h
source/resources.cpp

index aeb17c5be4a604b79235ade3cd2423d34e83dfb0..4ba581e029f0083068e1517b1b870b4d7b552c18 100644 (file)
@@ -188,5 +188,53 @@ void Light::unbind_from(unsigned i)
                disable(GL_LIGHT0+unit.get_index());
 }
 
+
+Light::Loader::Loader(Light &l):
+       DataFile::ObjectLoader<Light>(l)
+{
+       add("attenuation", &Loader::attenuation);
+       add("diffuse", &Loader::diffuse);
+       add("position", &Loader::position);
+       add("specular", &Loader::specular);
+       add("spot_direction", &Loader::spot_direction);
+       add("spot_exponent", &Loader::spot_exponent);
+       add("spot_cutoff", &Loader::spot_cutoff);
+}
+
+void Light::Loader::attenuation(float c, float l, float q)
+{
+       obj.set_attenuation(c, l, q);
+}
+
+void Light::Loader::diffuse(float r, float g, float b)
+{
+       obj.set_diffuse(Color(r, g, b));
+}
+
+void Light::Loader::position(float x, float y, float z, float w)
+{
+       obj.set_position(Vector4(x, y, z, w));
+}
+
+void Light::Loader::specular(float r, float g, float b)
+{
+       obj.set_specular(Color(r, g, b));
+}
+
+void Light::Loader::spot_direction(float x, float y, float z)
+{
+       obj.set_spot_direction(Vector3(x, y, z));
+}
+
+void Light::Loader::spot_exponent(float e)
+{
+       obj.set_spot_exponent(e);
+}
+
+void Light::Loader::spot_cutoff(float c)
+{
+       obj.set_spot_cutoff(Geometry::Angle<float>::from_degrees(c));
+}
+
 } // namespace GL
 } // namespace Msp
index 396e276da94f519bfd59c2c1c4c80b8c37ae1efc..31dc3c0db709285c7f918820752b9c668d2ddcbf 100644 (file)
@@ -2,6 +2,7 @@
 #define MSP_GL_LIGHT_H_
 
 #include <vector>
+#include <msp/datafile/objectloader.h>
 #include "color.h"
 #include "placeable.h"
 
@@ -26,6 +27,22 @@ Lights do not cast shadows by themselves.  See ShadowMap for that.
 */
 class Light: public Placeable
 {
+public:
+       class Loader: public DataFile::ObjectLoader<Light>
+       {
+       public:
+               Loader(Light &);
+
+       private:
+               void attenuation(float, float, float);
+               void diffuse(float, float, float);
+               void position(float, float, float, float);
+               void specular(float, float, float);
+               void spot_direction(float, float, float);
+               void spot_exponent(float);
+               void spot_cutoff(float);
+       };
+
 private:
        enum ParameterMask
        {
index ea59a1420945efefcc6c760d28cd9bc13c10a713..108edf16b9ac848d6a2b34323abc60f8b60b9ea5 100644 (file)
@@ -21,6 +21,12 @@ Lighting::Lighting():
        fog_density(0.0f)
 { }
 
+Lighting::~Lighting()
+{
+       for(vector<Light *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+               delete *i;
+}
+
 void Lighting::set_ambient(const Color &a)
 {
        ambient = a;
@@ -151,5 +157,62 @@ void Lighting::unbind()
                disable(GL_FOG);
 }
 
+
+Lighting::Loader::Loader(Lighting &l):
+       DataFile::ObjectLoader<Lighting>(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<float>::from_degrees(a));
+}
+
+void Lighting::Loader::light(unsigned i)
+{
+       RefPtr<Light> 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
 } // namespace Msp
index 40360fc588508e9cc13cfd63f1b826f972017fea..94ccdd5e968170bdca6b4c0dd4230a4643d893fa 100644 (file)
@@ -19,6 +19,23 @@ sources.
 */
 class Lighting: public Bindable<Lighting>
 {
+public:
+       class Loader: public DataFile::ObjectLoader<Lighting>
+       {
+       public:
+               Loader(Lighting &);
+
+       private:
+               void ambient(float, float, float);
+               void fog_color(float, float, float);
+               void fog_density(float);
+               void fog_half_distance(float);
+               void horizon_angle(float);
+               void light(unsigned);
+               void sky_color(float, float, float);
+               void zenith_direction(float, float, float);
+       };
+
 private:
        Color ambient;
        Color sky_color;
@@ -27,9 +44,11 @@ private:
        Color fog_color;
        float fog_density;
        std::vector<const Light *> lights;
+       std::vector<Light *> owned_data;
 
 public:
        Lighting();
+       ~Lighting();
 
        /** Sets the ambient lighting color.  Affects all surfaces in the scene. */
        void set_ambient(const Color &);
index 2637b12b94f6e182976cf5081dc1442998cc88cc..b25c346a11ec7882511ee4cee68c0286c28be0ca 100644 (file)
@@ -4,6 +4,7 @@
 #include "armature.h"
 #include "font.h"
 #include "keyframe.h"
+#include "lighting.h"
 #include "material.h"
 #include "mesh.h"
 #include "object.h"
@@ -34,6 +35,7 @@ Resources::Resources():
        add_type<Armature>().suffix(".arma").keyword("armature");
        add_type<Font>().keyword("font");
        add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
+       add_type<Lighting>().suffix(".lightn").keyword("lighting");
        add_type<Material>().suffix(".mat").keyword("material");
        add_type<Mesh>().keyword("mesh").creator(&Resources::create_mesh);
        add_type<Object>().keyword("object");