OpenSceneGraph/include/osg/Light

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#ifndef OSG_LIGHT
#define OSG_LIGHT 1
#include <osg/Vec3>
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#include <osg/Vec4>
#include <osg/StateAttribute>
#include <osg/StateSet>
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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();
/** return a shallow copy of a node, with Object* return type.*/
virtual Object* clone() const { return new Light(); }
/** return true if this and obj are of the same kind of object.*/
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Light*>(obj)!=NULL; }
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/** return the name of the node's class type.*/
virtual const char* className() const { return "Light"; }
virtual const Type getType() const { return LIGHTING; }
virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
{
ds.setMode((GLMode)(GL_LIGHT0+_lightnum),value);
}
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/**
* Turn the light on.
* Calling this method doesn't directly affect OpenGL's lighting mode.
*/
inline void on() { _on = true; }
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/**
* Turn the light off.
* Calling this method doesn't directly affect OpenGL's lighting mode.
*/
inline void off() { _on = false; }
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/** Apply the light's state to the OpenGL state machine. */
virtual void apply(State& state) const;
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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();
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
bool _on; // on/off state
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
static int _currentLightNum; // current max. OpenGL light number
};
};
#endif