void Activate();
+ void SetLightDirection(const glm::vec3 &);
+
+ void SetFogDensity(float);
+
void SetM(const glm::mat4 &m);
+ void SetProjection(const glm::mat4 &p);
+ void SetView(const glm::mat4 &v);
void SetVP(const glm::mat4 &v, const glm::mat4 &p);
void SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p);
+ const glm::mat4 &Projection() const { return projection; }
+ const glm::mat4 &View() const { return view; }
+ const glm::mat4 &GetVP() const { return vp; }
+
private:
Program program;
glm::vec3 light_direction;
glm::vec3 light_color;
+ float fog_density;
+
+ glm::mat4 projection;
+ glm::mat4 view;
+ glm::mat4 vp;
+
+ GLuint m_handle;
+ GLuint mv_handle;
+ GLuint mvp_handle;
+ GLuint light_direction_handle;
+ GLuint light_color_handle;
+ GLuint fog_density_handle;
+
+};
+
+class BlockLighting {
+
+public:
+ BlockLighting();
+
+ void Activate();
+
+ void SetFogDensity(float);
+
+ void SetM(const glm::mat4 &m);
+ void SetProjection(const glm::mat4 &p);
+ void SetView(const glm::mat4 &v);
+ void SetVP(const glm::mat4 &v, const glm::mat4 &p);
+ void SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p);
+
+ const glm::mat4 &Projection() const { return projection; }
+ const glm::mat4 &View() const { return view; }
+ const glm::mat4 &GetVP() const { return vp; }
+
+private:
+ Program program;
+
+ float fog_density;
+
+ glm::mat4 projection;
+ glm::mat4 view;
glm::mat4 vp;
GLuint m_handle;
+ GLuint mv_handle;
GLuint mvp_handle;
GLuint light_direction_handle;
GLuint light_color_handle;
+ GLuint fog_density_handle;
};