OpenSceneGraph/include/osg/Light

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2001-01-11 00:32:10 +08:00
#ifndef OSG_LIGHT
#define OSG_LIGHT 1
#include <osg/GL>
#include <osg/OSG>
#include <osg/Vec4>
namespace osg {
/** Light state class which encapsulates OpenGL glLight() functionality.*/
class SG_EXPORT Light : public Object
{
public :
Light();
/** return a static instance of an osg::Light, to be used as prototype
for loading lights.*/
static Light* instance();
/** return a shallow copy of a node, with Object* return type.*/
virtual Object* clone() const { return new Light(); }
virtual bool isSameKindAs(Object* obj) { return dynamic_cast<Light*>(obj)!=NULL; }
/** return the name of the node's class type.*/
virtual const char* className() const { return "Light"; }
/**
* Turn the light on.
* Calling this method doesn't directly affect OpenGL's lighting mode.
*/
void on( void ) { _on = true; }
/**
* Turn the light off.
* Calling this method doesn't directly affect OpenGL's lighting mode.
*/
void off( void ) { _on = false; }
/** Enable OpenGL's Lighting mode. */
static void enable( void );
/** Disable OpenGL's Lighting mode. */
static void disable( void );
/** Apply the light's state to the OpenGL state machine. */
void apply( void );
/** Set the ambient component of the light. */
void setAmbient( const Vec4& ambient ) { _ambient = ambient; }
/** Get the ambient component of the light. */
const Vec4& getAmbient() const { return _ambient; }
/** Set the diffuse component of the light. */
void setDiffuse( const Vec4& diffuse ) { _diffuse = diffuse; }
/** Get the diffuse component of the light. */
const Vec4& getDiffuse() const { return _diffuse; }
/** Set the specular component of the light. */
void setSpecular( const Vec4& specular ) { _specular = specular; }
/** Get the specular component of the light. */
const Vec4& getSpecular() const { return _specular; }
/** Set the position of the light. */
void setPosition( const Vec4& position ) { _position = position; }
/** Get the position of the light. */
const Vec4& getPosition() const { return _position; }
/** Set the direction of the light. */
void setDirection( const Vec3& direction ) { _direction = direction; }
/** Get the direction of the light. */
const Vec3& getDirection() const { return _direction; }
/** Set the constant attenuation of the light. */
void setConstantAttenuation( float constant_attenuation ) { _constant_attenuation = constant_attenuation; }
/** Get the constant attenuation of the light. */
float setConstantAttenuation() const { return _constant_attenuation; }
/** Set the linear attenuation of the light. */
void setLinearAttenuation ( float linear_attenuation ) { _linear_attenuation = linear_attenuation; }
/** Get the linear attenuation of the light. */
float getLinearAttenuation () const { return _linear_attenuation; }
/** Set the quadratic attenuation of the light. */
void setQuadraticAttenuation ( float quadratic_attenuation ) { _quadratic_attenuation = quadratic_attenuation; }
/** Get the quadratic attenuation of the light. */
float getQuadraticAttenuation() const { return _quadratic_attenuation; }
/** Set the spot exponent of the light. */
void setSpotExponent( float spot_exponent ) { _spot_exponent = spot_exponent; }
/** Get the spot exponent of the light. */
float getSpotExponent() const { return _spot_exponent; }
/** Set the spot cutoff of the light. */
void setSpotCutoff( float spot_cutoff ) { _spot_cutoff = spot_cutoff; }
/** Get the spot cutoff of the light. */
float getSpotCutoff() { return _spot_cutoff; }
/**
* Capture the lighting settings of the current OpenGL state
* and store them in this object.
*/
void captureLightState();
protected :
virtual ~Light( void );
/** Initialize the light's settings with some decent defaults. */
void init( void );
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