12226e4371
and passed as paramters into straight forward non const built in types, i.e. const bool foogbar(const int) becomes bool foobar(int).
165 lines
6.5 KiB
Plaintext
165 lines
6.5 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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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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namespace osg {
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/** Light state class which encapsulates OpenGL glLight() functionality.*/
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class SG_EXPORT Light : public StateAttribute
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{
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public :
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Light();
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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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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.*/
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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 paramter 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 void getAssociatedModes(std::vector<GLMode>& modes) const
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{
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modes.push_back(GL_LIGHT0+_lightnum);
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}
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/** Set which OpenGL light to operate on.*/
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void setLightNum(int num) { _lightnum = 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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/**
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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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