193 lines
7.7 KiB
C++
193 lines
7.7 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_LIGHT
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#define OSG_LIGHT 1
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#include <osg/StateAttribute>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#ifndef GL_LIGHT0
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#define GL_LIGHT0 0x4000
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#endif
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#ifndef GL_LIGHTING
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#define GL_LIGHTING 0x0B50
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#endif
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namespace osg {
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/** Light state class which encapsulates OpenGL glLight() functionality. */
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class OSG_EXPORT Light : public StateAttribute
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{
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public :
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Light();
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Light(unsigned int lightnum);
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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Light(const Light& light,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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StateAttribute(light,copyop),
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_lightnum(light._lightnum),
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_ambient(light._ambient),
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_diffuse(light._diffuse),
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_specular(light._specular),
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_position(light._position),
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_direction(light._direction),
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_constant_attenuation(light._constant_attenuation),
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_linear_attenuation(light._linear_attenuation),
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_quadratic_attenuation(light._quadratic_attenuation),
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_spot_exponent(light._spot_exponent),
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_spot_cutoff(light._spot_cutoff) {}
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virtual osg::Object* cloneType() const { return new Light(_lightnum); }
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virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new Light(*this,copyop); }
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Light *>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "Light"; }
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virtual Type getType() const { return LIGHT; }
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/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
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virtual int compare(const StateAttribute& sa) const
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{
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// check the types are equal and then create the rhs variable
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// used by the COMPARE_StateAttribute_Paramter macro's below.
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COMPARE_StateAttribute_Types(Light,sa)
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// compare each parameter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_lightnum)
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COMPARE_StateAttribute_Parameter(_ambient)
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COMPARE_StateAttribute_Parameter(_diffuse)
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COMPARE_StateAttribute_Parameter(_specular)
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COMPARE_StateAttribute_Parameter(_position)
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COMPARE_StateAttribute_Parameter(_direction)
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COMPARE_StateAttribute_Parameter(_constant_attenuation)
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COMPARE_StateAttribute_Parameter(_linear_attenuation)
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COMPARE_StateAttribute_Parameter(_quadratic_attenuation)
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COMPARE_StateAttribute_Parameter(_spot_exponent)
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COMPARE_StateAttribute_Parameter(_spot_cutoff)
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return 0; // passed all the above comparison macro's, must be equal.
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}
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virtual unsigned int getMember() const { return _lightnum; }
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virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
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{
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usage.usesMode(GL_LIGHT0+_lightnum);
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return true;
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}
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/** Set which OpenGL light to operate on. */
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void setLightNum(int num);
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/** Get which OpenGL light this osg::Light operates on. */
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int getLightNum() const { return _lightnum; }
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/** Set the ambient component of the light. */
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inline void setAmbient( const Vec4& ambient ) { _ambient = ambient; }
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/** Get the ambient component of the light. */
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inline const Vec4& getAmbient() const { return _ambient; }
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/** Set the diffuse component of the light. */
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inline void setDiffuse( const Vec4& diffuse ) { _diffuse = diffuse; }
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/** Get the diffuse component of the light. */
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inline const Vec4& getDiffuse() const { return _diffuse; }
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/** Set the specular component of the light. */
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inline void setSpecular( const Vec4& specular ) { _specular = specular; }
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/** Get the specular component of the light. */
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inline const Vec4& getSpecular() const { return _specular; }
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/** Set the position of the light. */
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inline void setPosition( const Vec4& position ) { _position = position; }
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/** Get the position of the light. */
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inline const Vec4& getPosition() const { return _position; }
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/** Set the direction of the light. */
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inline void setDirection( const Vec3& direction ) { _direction = direction; }
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/** Get the direction of the light. */
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inline const Vec3& getDirection() const { return _direction; }
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/** Set the constant attenuation of the light. */
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inline void setConstantAttenuation( float constant_attenuation ) { _constant_attenuation = constant_attenuation; }
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/** Get the constant attenuation of the light. */
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inline float getConstantAttenuation() const { return _constant_attenuation; }
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/** Set the linear attenuation of the light. */
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inline void setLinearAttenuation ( float linear_attenuation ) { _linear_attenuation = linear_attenuation; }
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/** Get the linear attenuation of the light. */
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inline float getLinearAttenuation () const { return _linear_attenuation; }
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/** Set the quadratic attenuation of the light. */
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inline void setQuadraticAttenuation ( float quadratic_attenuation ) { _quadratic_attenuation = quadratic_attenuation; }
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/** Get the quadratic attenuation of the light. */
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inline float getQuadraticAttenuation() const { return _quadratic_attenuation; }
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/** Set the spot exponent of the light. */
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inline void setSpotExponent( float spot_exponent ) { _spot_exponent = spot_exponent; }
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/** Get the spot exponent of the light. */
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inline float getSpotExponent() const { return _spot_exponent; }
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/** Set the spot cutoff of the light. */
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inline void setSpotCutoff( float spot_cutoff ) { _spot_cutoff = spot_cutoff; }
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/** Get the spot cutoff of the light. */
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inline float getSpotCutoff() const { return _spot_cutoff; }
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/** Capture the lighting settings of the current OpenGL state
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* and store them in this object.
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*/
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void captureLightState();
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/** Apply the light's state to the OpenGL state machine. */
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virtual void apply(State& state) const;
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protected :
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virtual ~Light();
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/** Initialize the light's settings with some decent defaults. */
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void init();
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int _lightnum; // OpenGL light number
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Vec4 _ambient; // r, g, b, w
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Vec4 _diffuse; // r, g, b, w
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Vec4 _specular; // r, g, b, w
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Vec4 _position; // x, y, z, w
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Vec3 _direction; // x, y, z
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float _constant_attenuation; // constant
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float _linear_attenuation; // linear
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float _quadratic_attenuation; // quadratic
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float _spot_exponent; // exponent
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float _spot_cutoff; // spread
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};
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}
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#endif
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