//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield //Distributed under the terms of the GNU Library General Public License (LGPL) //as published by the Free Software Foundation. #ifndef OSG_LIGHT #define OSG_LIGHT 1 #include #include #include namespace osg { /** Light state class which encapsulates OpenGL glLight() functionality.*/ class SG_EXPORT Light : public StateAttribute { 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) {} META_StateAttribute(osg, Light, (Type)(LIGHT_0+_lightnum)); /** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/ virtual int compare(const StateAttribute& sa) const { // 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. } virtual void getAssociatedModes(std::vector& modes) const { modes.push_back(GL_LIGHT0+_lightnum); } /** 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; } /** Set the ambient component of the light. */ inline void setAmbient( const Vec4& ambient ) { _ambient = ambient; } /** Get the ambient component of the light. */ inline const Vec4& getAmbient() const { return _ambient; } /** Set the diffuse component of the light. */ inline void setDiffuse( const Vec4& diffuse ) { _diffuse = diffuse; } /** Get the diffuse component of the light. */ inline const Vec4& getDiffuse() const { return _diffuse; } /** Set the specular component of the light. */ inline void setSpecular( const Vec4& specular ) { _specular = specular; } /** Get the specular component of the light. */ inline const Vec4& getSpecular() const { return _specular; } /** Set the position of the light. */ inline void setPosition( const Vec4& position ) { _position = position; } /** Get the position of the light. */ inline const Vec4& getPosition() const { return _position; } /** Set the direction of the light. */ inline void setDirection( const Vec3& direction ) { _direction = direction; } /** Get the direction of the light. */ inline const Vec3& getDirection() const { return _direction; } /** Set the constant attenuation of the light. */ inline void setConstantAttenuation( const float constant_attenuation ) { _constant_attenuation = constant_attenuation; } /** Get the constant attenuation of the light. */ inline const float getConstantAttenuation() const { return _constant_attenuation; } /** Set the linear attenuation of the light. */ inline void setLinearAttenuation ( const float linear_attenuation ) { _linear_attenuation = linear_attenuation; } /** Get the linear attenuation of the light. */ inline const float getLinearAttenuation () const { return _linear_attenuation; } /** Set the quadratic attenuation of the light. */ inline void setQuadraticAttenuation ( const float quadratic_attenuation ) { _quadratic_attenuation = quadratic_attenuation; } /** Get the quadratic attenuation of the light. */ inline const float getQuadraticAttenuation() const { return _quadratic_attenuation; } /** Set the spot exponent of the light. */ inline void setSpotExponent( const float spot_exponent ) { _spot_exponent = spot_exponent; } /** Get the spot exponent of the light. */ inline const float getSpotExponent() const { return _spot_exponent; } /** Set the spot cutoff of the light. */ inline void setSpotCutoff( const float spot_cutoff ) { _spot_cutoff = spot_cutoff; } /** Get the spot cutoff of the light. */ inline const float getSpotCutoff() const { return _spot_cutoff; } /** * 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; protected : virtual ~Light(); /** Initialize the light's settings with some decent defaults. */ void init(); int _lightnum; // OpenGL light number 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 }; } #endif