class Light;
/**
-Encapsulates global lighting parameters and a number of individual lights.
+Encapsulates global lighting parameters and any number of individual light
+sources.
*/
class Lighting: public Bindable<Lighting>
{
public:
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 sky. Defaults to positive Z axis. Has no
+ effect without shaders. */
void set_sky_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<float> &);
+ /** Attaches a light source. If the attachment index is greater than
+ LightUnit::get_n_units, the Lighting can't be bound for legacy mode. */
void attach(unsigned, const Light &);
+
+ /** Detaches a light source. */
void detach(unsigned);
+ /** 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 bind() const;
static void unbind();