]> git.tdb.fi Git - libs/gl.git/blobdiff - source/lighting.cpp
Support hemispherical skylight in ProgramBuilder
[libs/gl.git] / source / lighting.cpp
index f5fbca6ac7ac954c5a2c63cd75590557e4245660..2ba1edc5560e00889ecd31fa01592f121a68a993 100644 (file)
@@ -2,6 +2,7 @@
 #include "light.h"
 #include "lighting.h"
 #include "lightunit.h"
+#include "matrix.h"
 #include "misc.h"
 
 using namespace std;
@@ -10,7 +11,9 @@ namespace Msp {
 namespace GL {
 
 Lighting::Lighting():
-       ambient(0.2)
+       ambient(0.2),
+       sky_direction(0, 0, 1),
+       horizon_angle(Geometry::Angle<float>::zero())
 { }
 
 void Lighting::set_ambient(const Color &a)
@@ -18,6 +21,21 @@ void Lighting::set_ambient(const Color &a)
        ambient = a;
 }
 
+void Lighting::set_sky_color(const Color &s)
+{
+       sky_color = s;
+}
+
+void Lighting::set_sky_direction(const Vector3 &d)
+{
+       sky_direction = d;
+}
+
+void Lighting::set_horizon_angle(const Geometry::Angle<float> &a)
+{
+       horizon_angle = a;
+}
+
 void Lighting::attach(unsigned i, const Light &l)
 {
        if(i>=LightUnit::get_n_units())
@@ -44,6 +62,10 @@ void Lighting::detach(unsigned i)
 void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix) const
 {
        shdata.uniform("ambient_color", ambient);
+       shdata.uniform("sky_color", sky_color);
+       shdata.uniform("eye_sky_dir", Vector3(view_matrix*Vector4(sky_direction, 0.0f)));
+       shdata.uniform("horizon_limit", horizon_angle.radians());
+
        for(unsigned i=0; i<lights.size(); ++i)
                if(lights[i])
                        lights[i]->update_shader_data(shdata, view_matrix, i);