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199 lines
7.9 KiB
199 lines
7.9 KiB
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield |
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* |
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* This library is open source and may be redistributed and/or modified under |
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
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* (at your option) any later version. The full license is in LICENSE file |
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* included with this distribution, and on the openscenegraph.org website. |
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* |
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* This library is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* OpenSceneGraph Public License for more details. |
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*/ |
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#ifndef OSG_LIGHT |
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#define OSG_LIGHT 1 |
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#include <osg/StateAttribute> |
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#include <osg/Vec3> |
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#include <osg/Vec4> |
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#ifndef GL_LIGHT0 |
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#define GL_LIGHT0 0x4000 |
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#define GL_LIGHT1 0x4001 |
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#define GL_LIGHT2 0x4002 |
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#define GL_LIGHT3 0x4003 |
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#define GL_LIGHT4 0x4004 |
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#define GL_LIGHT5 0x4005 |
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#define GL_LIGHT6 0x4006 |
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#define GL_LIGHT7 0x4007 |
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#endif |
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#ifndef GL_LIGHTING |
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#define GL_LIGHTING 0x0B50 |
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#endif |
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namespace osg { |
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/** Light state class which encapsulates OpenGL glLight() functionality. */ |
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class OSG_EXPORT Light : public StateAttribute |
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{ |
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public : |
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Light(); |
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Light(unsigned int lightnum); |
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */ |
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Light(const Light& light,const CopyOp& copyop=CopyOp::SHALLOW_COPY): |
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StateAttribute(light,copyop), |
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_lightnum(light._lightnum), |
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_ambient(light._ambient), |
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_diffuse(light._diffuse), |
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_specular(light._specular), |
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_position(light._position), |
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_direction(light._direction), |
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_constant_attenuation(light._constant_attenuation), |
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_linear_attenuation(light._linear_attenuation), |
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_quadratic_attenuation(light._quadratic_attenuation), |
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_spot_exponent(light._spot_exponent), |
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_spot_cutoff(light._spot_cutoff) {} |
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virtual osg::Object* cloneType() const { return new Light(_lightnum); } |
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virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new Light(*this,copyop); } |
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Light *>(obj)!=NULL; } |
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virtual const char* libraryName() const { return "osg"; } |
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virtual const char* className() const { return "Light"; } |
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virtual Type getType() const { return LIGHT; } |
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/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */ |
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virtual int compare(const StateAttribute& sa) const |
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{ |
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// check the types are equal and then create the rhs variable |
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// used by the COMPARE_StateAttribute_Parameter macros below. |
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COMPARE_StateAttribute_Types(Light,sa) |
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// compare each parameter in turn against the rhs. |
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COMPARE_StateAttribute_Parameter(_lightnum) |
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COMPARE_StateAttribute_Parameter(_ambient) |
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COMPARE_StateAttribute_Parameter(_diffuse) |
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COMPARE_StateAttribute_Parameter(_specular) |
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COMPARE_StateAttribute_Parameter(_position) |
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COMPARE_StateAttribute_Parameter(_direction) |
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COMPARE_StateAttribute_Parameter(_constant_attenuation) |
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COMPARE_StateAttribute_Parameter(_linear_attenuation) |
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COMPARE_StateAttribute_Parameter(_quadratic_attenuation) |
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COMPARE_StateAttribute_Parameter(_spot_exponent) |
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COMPARE_StateAttribute_Parameter(_spot_cutoff) |
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return 0; // passed all the above comparison macros, must be equal. |
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} |
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virtual unsigned int getMember() const { return _lightnum; } |
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virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const |
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{ |
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usage.usesMode(GL_LIGHT0+_lightnum); |
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return true; |
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} |
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/** Set which OpenGL light to operate on. */ |
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void setLightNum(int num); |
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/** Get which OpenGL light this osg::Light operates on. */ |
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int getLightNum() const { return _lightnum; } |
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/** Set the ambient component of the light. */ |
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inline void setAmbient( const Vec4& ambient ) { _ambient = ambient; } |
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/** Get the ambient component of the light. */ |
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inline const Vec4& getAmbient() const { return _ambient; } |
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/** Set the diffuse component of the light. */ |
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inline void setDiffuse( const Vec4& diffuse ) { _diffuse = diffuse; } |
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/** Get the diffuse component of the light. */ |
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inline const Vec4& getDiffuse() const { return _diffuse; } |
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/** Set the specular component of the light. */ |
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inline void setSpecular( const Vec4& specular ) { _specular = specular; } |
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/** Get the specular component of the light. */ |
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inline const Vec4& getSpecular() const { return _specular; } |
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/** Set the position of the light. */ |
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inline void setPosition( const Vec4& position ) { _position = position; } |
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/** Get the position of the light. */ |
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inline const Vec4& getPosition() const { return _position; } |
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/** Set the direction of the light. */ |
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inline void setDirection( const Vec3& direction ) { _direction = direction; } |
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/** Get the direction of the light. */ |
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inline const Vec3& getDirection() const { return _direction; } |
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/** Set the constant attenuation of the light. */ |
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inline void setConstantAttenuation( float constant_attenuation ) { _constant_attenuation = constant_attenuation; } |
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/** Get the constant attenuation of the light. */ |
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inline float getConstantAttenuation() const { return _constant_attenuation; } |
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/** Set the linear attenuation of the light. */ |
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inline void setLinearAttenuation ( float linear_attenuation ) { _linear_attenuation = linear_attenuation; } |
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/** Get the linear attenuation of the light. */ |
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inline float getLinearAttenuation () const { return _linear_attenuation; } |
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/** Set the quadratic attenuation of the light. */ |
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inline void setQuadraticAttenuation ( float quadratic_attenuation ) { _quadratic_attenuation = quadratic_attenuation; } |
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/** Get the quadratic attenuation of the light. */ |
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inline float getQuadraticAttenuation() const { return _quadratic_attenuation; } |
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/** Set the spot exponent of the light. */ |
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inline void setSpotExponent( float spot_exponent ) { _spot_exponent = spot_exponent; } |
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/** Get the spot exponent of the light. */ |
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inline float getSpotExponent() const { return _spot_exponent; } |
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/** Set the spot cutoff of the light. */ |
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inline void setSpotCutoff( float spot_cutoff ) { _spot_cutoff = spot_cutoff; } |
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/** Get the spot cutoff of the light. */ |
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inline float getSpotCutoff() const { return _spot_cutoff; } |
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/** Capture the lighting settings of the current OpenGL state |
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* and store them in this object. |
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*/ |
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void captureLightState(); |
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/** Apply the light's state to the OpenGL state machine. */ |
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virtual void apply(State& state) const; |
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protected : |
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virtual ~Light(); |
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/** Initialize the light's settings with some decent defaults. */ |
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void init(); |
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int _lightnum; // OpenGL light number |
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Vec4 _ambient; // r, g, b, w |
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Vec4 _diffuse; // r, g, b, w |
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Vec4 _specular; // r, g, b, w |
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Vec4 _position; // x, y, z, w |
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Vec3 _direction; // x, y, z |
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float _constant_attenuation; // constant |
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float _linear_attenuation; // linear |
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float _quadratic_attenuation; // quadratic |
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float _spot_exponent; // exponent |
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float _spot_cutoff; // spread |
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}; |
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} |
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#endif
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