OpenSceneGraph/src/osg/Light.cpp
Robert Osfield 98c8447ae9 Fixed the osg::Light so that it requires the user to explicitly define which
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.
2001-12-24 21:34:40 +00:00

71 lines
3.2 KiB
C++

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