root/OpenSceneGraph/trunk/include/osg/Light @ 13041

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1/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
2 *
3 * This library is open source and may be redistributed and/or modified under
4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
5 * (at your option) any later version.  The full license is in LICENSE file
6 * included with this distribution, and on the openscenegraph.org website.
7 *
8 * This library is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
11 * OpenSceneGraph Public License for more details.
12*/
13
14#ifndef OSG_LIGHT
15#define OSG_LIGHT 1
16
17#include <osg/StateAttribute>
18#include <osg/Vec3>
19#include <osg/Vec4>
20
21#ifndef GL_LIGHT0
22    #define GL_LIGHT0 0x4000
23    #define GL_LIGHT1 0x4001
24    #define GL_LIGHT2 0x4002
25    #define GL_LIGHT3 0x4003
26    #define GL_LIGHT4 0x4004
27    #define GL_LIGHT5 0x4005
28    #define GL_LIGHT6 0x4006
29    #define GL_LIGHT7 0x4007
30#endif
31
32#ifndef GL_LIGHTING
33    #define GL_LIGHTING 0x0B50
34#endif
35
36namespace osg {
37
38/** Light state class which encapsulates OpenGL glLight() functionality. */
39class OSG_EXPORT Light : public StateAttribute
40{
41    public :
42
43        Light();
44
45        Light(unsigned int lightnum);
46
47        /** Copy constructor using CopyOp to manage deep vs shallow copy. */
48        Light(const Light& light,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
49            StateAttribute(light,copyop),
50            _lightnum(light._lightnum),
51            _ambient(light._ambient),
52            _diffuse(light._diffuse),
53            _specular(light._specular),
54            _position(light._position),
55            _direction(light._direction),
56            _constant_attenuation(light._constant_attenuation),
57            _linear_attenuation(light._linear_attenuation),
58            _quadratic_attenuation(light._quadratic_attenuation),
59            _spot_exponent(light._spot_exponent),
60            _spot_cutoff(light._spot_cutoff) {}
61
62        virtual osg::Object* cloneType() const { return new Light(_lightnum); }
63        virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new Light(*this,copyop); }
64        virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Light *>(obj)!=NULL; }
65        virtual const char* libraryName() const { return "osg"; }
66        virtual const char* className() const { return "Light"; }
67        virtual Type getType() const { return LIGHT; }
68
69        /** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
70        virtual int compare(const StateAttribute& sa) const
71        {
72            // check the types are equal and then create the rhs variable
73            // used by the COMPARE_StateAttribute_Parameter macros below.
74            COMPARE_StateAttribute_Types(Light,sa)
75
76            // compare each parameter in turn against the rhs.
77            COMPARE_StateAttribute_Parameter(_lightnum)
78            COMPARE_StateAttribute_Parameter(_ambient)
79            COMPARE_StateAttribute_Parameter(_diffuse)
80            COMPARE_StateAttribute_Parameter(_specular)
81            COMPARE_StateAttribute_Parameter(_position)
82            COMPARE_StateAttribute_Parameter(_direction)
83            COMPARE_StateAttribute_Parameter(_constant_attenuation)
84            COMPARE_StateAttribute_Parameter(_linear_attenuation)
85            COMPARE_StateAttribute_Parameter(_quadratic_attenuation)
86            COMPARE_StateAttribute_Parameter(_spot_exponent)
87            COMPARE_StateAttribute_Parameter(_spot_cutoff)
88
89            return 0; // passed all the above comparison macros, must be equal.
90        }
91
92        virtual unsigned int getMember() const { return _lightnum; }
93
94        virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
95        {
96            usage.usesMode(GL_LIGHT0+_lightnum);
97            return true;
98        }
99
100
101
102        /** Set which OpenGL light to operate on. */
103        void setLightNum(int num);
104
105        /** Get which OpenGL light this osg::Light operates on. */
106        int getLightNum() const { return _lightnum; }
107
108        /** Set the ambient component of the light. */
109        inline void setAmbient( const Vec4& ambient ) { _ambient = ambient; }
110
111        /** Get the ambient component of the light. */
112        inline const Vec4& getAmbient() const { return _ambient; }
113
114        /** Set the diffuse component of the light. */
115        inline void setDiffuse( const Vec4& diffuse ) { _diffuse = diffuse; }
116
117        /** Get the diffuse component of the light. */
118        inline const Vec4& getDiffuse() const { return _diffuse; }
119
120        /** Set the specular component of the light. */
121        inline void setSpecular( const Vec4& specular ) { _specular = specular; }
122
123        /** Get the specular component of the light. */
124        inline const Vec4& getSpecular() const { return _specular; }
125
126        /** Set the position of the light. */
127        inline void setPosition( const Vec4& position ) { _position = position; }
128
129        /** Get the position of the light. */
130        inline const Vec4& getPosition() const { return _position; }
131
132        /** Set the direction of the light. */
133        inline void setDirection( const Vec3& direction ) { _direction = direction; }
134
135        /** Get the direction of the light. */
136        inline const Vec3& getDirection() const { return _direction; }
137
138        /** Set the constant attenuation of the light. */
139        inline void setConstantAttenuation( float constant_attenuation )     { _constant_attenuation = constant_attenuation; }
140
141        /** Get the constant attenuation of the light. */
142        inline float getConstantAttenuation() const { return _constant_attenuation; }
143
144        /** Set the linear attenuation of the light. */
145        inline void setLinearAttenuation ( float linear_attenuation )        { _linear_attenuation = linear_attenuation; }
146
147        /** Get the linear attenuation of the light. */
148        inline float getLinearAttenuation () const { return _linear_attenuation; }
149
150        /** Set the quadratic attenuation of the light. */
151        inline void setQuadraticAttenuation ( float quadratic_attenuation )  { _quadratic_attenuation = quadratic_attenuation; }
152
153        /** Get the quadratic attenuation of the light. */
154        inline float getQuadraticAttenuation()  const { return _quadratic_attenuation; }
155
156        /** Set the spot exponent of the light. */
157        inline void setSpotExponent( float spot_exponent )                   { _spot_exponent = spot_exponent; }
158
159        /** Get the spot exponent of the light. */
160        inline float getSpotExponent() const { return _spot_exponent; }
161
162        /** Set the spot cutoff of the light. */
163        inline void setSpotCutoff( float spot_cutoff )                       { _spot_cutoff = spot_cutoff; }
164
165        /** Get the spot cutoff of the light. */
166        inline float getSpotCutoff() const                                   { return _spot_cutoff; }
167
168        /** Capture the lighting settings of the current OpenGL state
169          * and store them in this object.
170        */
171        void captureLightState();
172
173        /** Apply the light's state to the OpenGL state machine. */
174        virtual void apply(State& state) const;
175
176    protected :
177
178        virtual ~Light();
179
180        /** Initialize the light's settings with some decent defaults. */
181        void init();
182
183        int _lightnum;                           // OpenGL light number
184
185        Vec4 _ambient;                           // r, g, b, w
186        Vec4 _diffuse;                           // r, g, b, w
187        Vec4 _specular;                          // r, g, b, w
188        Vec4 _position;                          // x, y, z, w
189        Vec3 _direction;                         // x, y, z
190        float _constant_attenuation;             // constant
191        float _linear_attenuation;               // linear
192        float _quadratic_attenuation;            // quadratic
193        float _spot_exponent;                    // exponent
194        float _spot_cutoff;                      // spread
195};
196
197}
198
199#endif
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