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- /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
- *
- * This library is open source and may be redistributed and/or modified under
- * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
- * (at your option) any later version. The full license is in LICENSE file
- * included with this distribution, and on the openscenegraph.org website.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * OpenSceneGraph Public License for more details.
- */
- #ifndef OSG_LIGHT
- #define OSG_LIGHT 1
- #include <osg/StateAttribute>
- #include <osg/Vec3>
- #include <osg/Vec4>
- #ifndef GL_LIGHT0
- #define GL_LIGHT0 0x4000
- #define GL_LIGHT1 0x4001
- #define GL_LIGHT2 0x4002
- #define GL_LIGHT3 0x4003
- #define GL_LIGHT4 0x4004
- #define GL_LIGHT5 0x4005
- #define GL_LIGHT6 0x4006
- #define GL_LIGHT7 0x4007
- #endif
- #ifndef GL_LIGHTING
- #define GL_LIGHTING 0x0B50
- #endif
- namespace osg {
- /** Light state class which encapsulates OpenGL glLight() functionality. */
- class OSG_EXPORT Light : public StateAttribute
- {
- public :
- Light();
- Light(unsigned int lightnum);
- /** Copy constructor using CopyOp to manage deep vs shallow copy. */
- Light(const Light& light,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
- StateAttribute(light,copyop),
- _lightnum(light._lightnum),
- _ambient(light._ambient),
- _diffuse(light._diffuse),
- _specular(light._specular),
- _position(light._position),
- _direction(light._direction),
- _constant_attenuation(light._constant_attenuation),
- _linear_attenuation(light._linear_attenuation),
- _quadratic_attenuation(light._quadratic_attenuation),
- _spot_exponent(light._spot_exponent),
- _spot_cutoff(light._spot_cutoff) {}
- virtual osg::Object* cloneType() const { return new Light(_lightnum); }
- virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new Light(*this,copyop); }
- virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Light *>(obj)!=NULL; }
- virtual const char* libraryName() const { return "osg"; }
- virtual const char* className() const { return "Light"; }
- virtual Type getType() const { return LIGHT; }
- /** 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_Parameter macros below.
- COMPARE_StateAttribute_Types(Light,sa)
- // compare each parameter 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 macros, must be equal.
- }
- virtual unsigned int getMember() const { return _lightnum; }
- virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
- {
- usage.usesMode(GL_LIGHT0+_lightnum);
- return true;
- }
- /** Set which OpenGL light to operate on. */
- void setLightNum(int num);
- /** Get which OpenGL light this osg::Light operates on. */
- 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( float constant_attenuation ) { _constant_attenuation = constant_attenuation; }
- /** Get the constant attenuation of the light. */
- inline float getConstantAttenuation() const { return _constant_attenuation; }
- /** Set the linear attenuation of the light. */
- inline void setLinearAttenuation ( float linear_attenuation ) { _linear_attenuation = linear_attenuation; }
- /** Get the linear attenuation of the light. */
- inline float getLinearAttenuation () const { return _linear_attenuation; }
- /** Set the quadratic attenuation of the light. */
- inline void setQuadraticAttenuation ( float quadratic_attenuation ) { _quadratic_attenuation = quadratic_attenuation; }
- /** Get the quadratic attenuation of the light. */
- inline float getQuadraticAttenuation() const { return _quadratic_attenuation; }
- /** Set the spot exponent of the light. */
- inline void setSpotExponent( float spot_exponent ) { _spot_exponent = spot_exponent; }
- /** Get the spot exponent of the light. */
- inline float getSpotExponent() const { return _spot_exponent; }
- /** Set the spot cutoff of the light. */
- inline void setSpotCutoff( float spot_cutoff ) { _spot_cutoff = spot_cutoff; }
- /** Get the spot cutoff of the light. */
- inline 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
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