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.
71 lines
3.2 KiB
C++
71 lines
3.2 KiB
C++
#include <osg/Light>
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#include <osg/Notify>
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using namespace osg;
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Light::Light( void )
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{
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init();
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// notify(DEBUG) << "_ambient "<<_ambient<<std::endl;
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// notify(DEBUG) << "_diffuse "<<_diffuse<<std::endl;
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// notify(DEBUG) << "_specular "<<_specular<<std::endl;
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// notify(DEBUG) << "_position "<<_position<<std::endl;
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// notify(DEBUG) << "_direction "<<_direction<<std::endl;
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// notify(DEBUG) << "_spot_exponent "<<_spot_exponent<<std::endl;
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// notify(DEBUG) << "_spot_cutoff "<<_spot_cutoff<<std::endl;
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// notify(DEBUG) << "_constant_attenuation "<<_constant_attenuation<<std::endl;
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// notify(DEBUG) << "_linear_attenuation "<<_linear_attenuation<<std::endl;
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// notify(DEBUG) << "_quadratic_attenuation "<<_quadratic_attenuation<<std::endl;
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}
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Light::~Light( void )
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{
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}
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void Light::init( void )
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{
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_lightnum = 0;
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_ambient.set(0.05f,0.05f,0.05f,1.0f);
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_diffuse.set(0.8f,0.8f,0.8f,1.0f);
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_specular.set(0.05f,0.05f,0.05f,1.0f);
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_position.set(0.0f,0.0f,1.0f,0.0f);
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_direction.set(0.0f,0.0f,-1.0f);
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_spot_exponent = 0.0f;
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_spot_cutoff = 180.0f;
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_constant_attenuation = 1.0f;
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_linear_attenuation = 0.0f;
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_quadratic_attenuation = 0.0f;
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}
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void Light::captureLightState()
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{
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_AMBIENT, _ambient.ptr() );
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_DIFFUSE, _diffuse.ptr() );
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPECULAR, _specular.ptr() );
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_POSITION, _position.ptr() );
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_DIRECTION, _direction.ptr() );
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_EXPONENT, &_spot_exponent );
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_CUTOFF, &_spot_cutoff );
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_CONSTANT_ATTENUATION, &_constant_attenuation );
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_LINEAR_ATTENUATION, &_linear_attenuation );
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_QUADRATIC_ATTENUATION, &_quadratic_attenuation );
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}
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void Light::apply(State&) const
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{
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_AMBIENT, _ambient.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_DIFFUSE, _diffuse.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPECULAR, _specular.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_POSITION, _position.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_DIRECTION, _direction.ptr() );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_EXPONENT, _spot_exponent );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_CUTOFF, _spot_cutoff );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_CONSTANT_ATTENUATION, _constant_attenuation );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_LINEAR_ATTENUATION, _linear_attenuation );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_QUADRATIC_ATTENUATION, _quadratic_attenuation );
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}
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