OpenSceneGraph/include/osg/Light

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