OpenSceneGraph/src/osg/Light.cpp

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#include <osg/Light>
#include <osg/Notify>
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using namespace osg;
Light::Light( void )
{
init();
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// notify(DEBUG) << "_ambient "<<_ambient<<std::endl;
// notify(DEBUG) << "_diffuse "<<_diffuse<<std::endl;
// notify(DEBUG) << "_specular "<<_specular<<std::endl;
// notify(DEBUG) << "_position "<<_position<<std::endl;
// notify(DEBUG) << "_direction "<<_direction<<std::endl;
// notify(DEBUG) << "_spot_exponent "<<_spot_exponent<<std::endl;
// notify(DEBUG) << "_spot_cutoff "<<_spot_cutoff<<std::endl;
// notify(DEBUG) << "_constant_attenuation "<<_constant_attenuation<<std::endl;
// notify(DEBUG) << "_linear_attenuation "<<_linear_attenuation<<std::endl;
// notify(DEBUG) << "_quadratic_attenuation "<<_quadratic_attenuation<<std::endl;
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}
Light::~Light( void )
{
}
void Light::init( void )
{
_lightnum = 0;
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_ambient.set(0.05f,0.05f,0.05f,1.0f);
_diffuse.set(0.8f,0.8f,0.8f,1.0f);
_specular.set(0.05f,0.05f,0.05f,1.0f);
_position.set(0.0f,0.0f,1.0f,0.0f);
_direction.set(0.0f,0.0f,-1.0f);
_spot_exponent = 0.0f;
_spot_cutoff = 180.0f;
_constant_attenuation = 1.0f;
_linear_attenuation = 0.0f;
_quadratic_attenuation = 0.0f;
}
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void Light::captureLightState()
{
glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_AMBIENT, _ambient.ptr() );
glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_DIFFUSE, _diffuse.ptr() );
glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPECULAR, _specular.ptr() );
glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_POSITION, _position.ptr() );
glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_DIRECTION, _direction.ptr() );
glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_EXPONENT, &_spot_exponent );
glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_CUTOFF, &_spot_cutoff );
glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_CONSTANT_ATTENUATION, &_constant_attenuation );
glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_LINEAR_ATTENUATION, &_linear_attenuation );
glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_QUADRATIC_ATTENUATION, &_quadratic_attenuation );
}
void Light::apply(State&) const
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{
glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_AMBIENT, _ambient.ptr() );
glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_DIFFUSE, _diffuse.ptr() );
glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPECULAR, _specular.ptr() );
glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_POSITION, _position.ptr() );
glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_DIRECTION, _direction.ptr() );
glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_EXPONENT, _spot_exponent );
glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_CUTOFF, _spot_cutoff );
glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_CONSTANT_ATTENUATION, _constant_attenuation );
glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_LINEAR_ATTENUATION, _linear_attenuation );
glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_QUADRATIC_ATTENUATION, _quadratic_attenuation );
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}