OpenSceneGraph/include/osg/Light

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//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
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#ifndef OSG_LIGHT
#define OSG_LIGHT 1
#include <osg/StateAttribute>
#include <osg/StateSet>
#include <osg/Vec3>
#include <osg/Vec4>
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namespace osg {
/** Light state class which encapsulates OpenGL glLight() functionality.*/
class SG_EXPORT Light : public StateAttribute
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{
public :
Light();
/** 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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META_StateAttribute(osg, Light, (Type)(LIGHT_0+_lightnum));
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
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 void setStateSetModes(StateSet& ds,const GLModeValue value) const
{
ds.setMode(GL_LIGHT0+_lightnum,value);
}
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/** Set which OpenGL light to operate on.*/
void setLightNum(const int num) { _lightnum = num; }
/** Get which OpenGL light this osg::Light operates on.*/
const 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( const float constant_attenuation ) { _constant_attenuation = constant_attenuation; }
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/** Get the constant attenuation of the light. */
inline const float getConstantAttenuation() const { return _constant_attenuation; }
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/** Set the linear attenuation of the light. */
inline void setLinearAttenuation ( const float linear_attenuation ) { _linear_attenuation = linear_attenuation; }
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/** Get the linear attenuation of the light. */
inline const float getLinearAttenuation () const { return _linear_attenuation; }
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/** Set the quadratic attenuation of the light. */
inline void setQuadraticAttenuation ( const float quadratic_attenuation ) { _quadratic_attenuation = quadratic_attenuation; }
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/** Get the quadratic attenuation of the light. */
inline const float getQuadraticAttenuation() const { return _quadratic_attenuation; }
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/** Set the spot exponent of the light. */
inline void setSpotExponent( const float spot_exponent ) { _spot_exponent = spot_exponent; }
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/** Get the spot exponent of the light. */
inline const float getSpotExponent() const { return _spot_exponent; }
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/** Set the spot cutoff of the light. */
inline void setSpotCutoff( const float spot_cutoff ) { _spot_cutoff = spot_cutoff; }
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/** Get the spot cutoff of the light. */
inline const 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.
*/
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