2001-10-04 23:12:57 +08:00
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//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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2001-01-11 00:32:10 +08:00
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#ifndef OSG_LIGHT
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#define OSG_LIGHT 1
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2001-09-20 05:08:56 +08:00
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/StateAttribute>
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#include <osg/StateSet>
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namespace osg {
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/** Light state class which encapsulates OpenGL glLight() functionality.*/
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class SG_EXPORT Light : public StateAttribute
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{
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public :
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Light();
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Added support for shallow and deep copy of nodes, drawables and state, via a
copy constructor which takes an optional Cloner object, and the old
osg::Object::clone() has changed so that it now requires a Cloner as paramter.
This is passed on to the copy constructor to help control the shallow vs
deep copying. The old functionality of clone() which was clone of type has
been renamed to cloneType().
Updated all of the OSG to work with these new conventions, implemention all
the required copy constructors etc. A couple of areas will do shallow
copies by design, a couple of other still need to be updated to do either
shallow or deep.
Neither of the shallow or deep copy operations have been tested yet, only
the old functionality of the OSG has been checked so far, such running the
viewer on various demo datasets.
Also fixed a problem in osg::Optimize::RemoveRendundentNodesVisitor which
was not checking that Group didn't have have any attached StateSet's, Callbacks
or UserData. These checks have now been added, which fixes a bug which was
revealled by the new osgscribe demo, this related to removal of group acting
as state decorator.
method
2002-01-29 05:17:01 +08:00
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2002-01-29 22:04:06 +08:00
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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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Added support for shallow and deep copy of nodes, drawables and state, via a
copy constructor which takes an optional Cloner object, and the old
osg::Object::clone() has changed so that it now requires a Cloner as paramter.
This is passed on to the copy constructor to help control the shallow vs
deep copying. The old functionality of clone() which was clone of type has
been renamed to cloneType().
Updated all of the OSG to work with these new conventions, implemention all
the required copy constructors etc. A couple of areas will do shallow
copies by design, a couple of other still need to be updated to do either
shallow or deep.
Neither of the shallow or deep copy operations have been tested yet, only
the old functionality of the OSG has been checked so far, such running the
viewer on various demo datasets.
Also fixed a problem in osg::Optimize::RemoveRendundentNodesVisitor which
was not checking that Group didn't have have any attached StateSet's, Callbacks
or UserData. These checks have now been added, which fixes a bug which was
revealled by the new osgscribe demo, this related to removal of group acting
as state decorator.
method
2002-01-29 05:17:01 +08:00
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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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2001-09-22 10:42:08 +08:00
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META_StateAttribute(Light, (Type)(LIGHT_0+_lightnum));
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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_Paramter macro's below.
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COMPARE_StateAttribute_Types(Light,sa)
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// compare each paramter 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 macro's, must be equal.
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}
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2001-12-25 05:34:40 +08:00
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virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
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{
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ds.setMode(GL_LIGHT0+_lightnum,value);
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}
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/** Set which OpenGL light to operate on.*/
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void setLightNum(const int num) { _lightnum = num; }
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/** Get which OpenGL light this osg::Light operates on.*/
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const 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( const float constant_attenuation ) { _constant_attenuation = constant_attenuation; }
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/** Get the constant attenuation of the light. */
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inline const float getConstantAttenuation() const { return _constant_attenuation; }
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/** Set the linear attenuation of the light. */
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inline void setLinearAttenuation ( const float linear_attenuation ) { _linear_attenuation = linear_attenuation; }
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/** Get the linear attenuation of the light. */
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inline const float getLinearAttenuation () const { return _linear_attenuation; }
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/** Set the quadratic attenuation of the light. */
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inline void setQuadraticAttenuation ( const float quadratic_attenuation ) { _quadratic_attenuation = quadratic_attenuation; }
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/** Get the quadratic attenuation of the light. */
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inline const float getQuadraticAttenuation() const { return _quadratic_attenuation; }
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/** Set the spot exponent of the light. */
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inline void setSpotExponent( const float spot_exponent ) { _spot_exponent = spot_exponent; }
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/** Get the spot exponent of the light. */
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inline const float getSpotExponent() const { return _spot_exponent; }
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/** Set the spot cutoff of the light. */
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inline void setSpotCutoff( const float spot_cutoff ) { _spot_cutoff = spot_cutoff; }
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/** Get the spot cutoff of the light. */
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inline const float getSpotCutoff() const { return _spot_cutoff; }
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/**
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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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