98c8447ae9
OpenGL light is being operated on, and also now relies upong the standard osg::State handling of OpenGL modes to switch on the appropriate lights. The previous static counter mechansim for the light number was causing a redundent light to be created when the osg plugin created the first osg::Light to use a prototype for other osg::Light's to be cloned from in the .osg plugin execution. The static count mechanism also prevent the lights modes being controlled independantly from the setting of the light paramters themselves. This meant that a light once created was global, and couldn't be turned off locally via the OSG's support for OpenGL mode enabling/disabling. This has been overcome with the new implementation, the user has complete flexiblity of when and where to use the different lights at their disposal.
151 lines
5.9 KiB
Plaintext
151 lines
5.9 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2001 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 <osg/Vec3>
|
|
#include <osg/Vec4>
|
|
#include <osg/StateAttribute>
|
|
#include <osg/StateSet>
|
|
|
|
namespace osg {
|
|
|
|
/** Light state class which encapsulates OpenGL glLight() functionality.*/
|
|
class SG_EXPORT Light : public StateAttribute
|
|
{
|
|
public :
|
|
|
|
Light();
|
|
|
|
META_StateAttribute(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 setStateSetModes(StateSet& ds,const GLModeValue value) const
|
|
{
|
|
ds.setMode(GL_LIGHT0+_lightnum,value);
|
|
}
|
|
|
|
/** 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
|