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source: orxonox.OLD/branches/collision_detection/src/lib/graphics/light.h @ 6828

Last change on this file since 6828 was 5405, checked in by bensch, 19 years ago

orxonox/trunk: renamed definition to the right term declaration…

File size: 4.2 KB
Line 
1/*!
2 * @file light.h
3  *  Handles Lights.
4
5    A Light is one of the more important things in a 3D-environment,
6    without it one sees nothing :)
7    It is here for diffuse-, specular- and Bump-Mappings.
8*/
9
10#ifndef _LIGHT_H
11#define _LIGHT_H
12
13#include "p_node.h"
14#include "glincl.h"
15
16//! The maximum number of Lights this OpenGL-implementation supports.
17#define NUMBEROFLIGHTS GL_MAX_LIGHTS
18
19
20// FORWARD DECLARATIONS //
21class Vector;
22class TiXmlElement;
23
24//! A class that handles Lights. The LightManager operates on this.
25class Light : public PNode
26{
27 public:
28  Light(const TiXmlElement* root = NULL);
29  virtual ~Light();
30
31  void loadParams(const TiXmlElement* root);
32
33  void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b);
34  void setSpecularColor(GLfloat r, GLfloat g, GLfloat b);
35  void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation);
36  void setSpotDirection(const Vector& direction);
37  void setSpotDirection(float x, float y, float z) { setSpotDirection(Vector(x,y,z)); };
38  void setSpotCutoff(GLfloat cutoff);
39
40  /** @returns the lightNumber*/
41  int getLightNumber() const {return this->lightNumber;}
42
43  virtual void draw() const;
44
45  void debug() const;
46
47  // attributes
48 private:
49  int              lightNumber;               //!< The number of this Light.
50  GLfloat          diffuseColor[4];           //!< The Diffuse Color this Light emmits.
51  GLfloat          specularColor[4];          //!< The specular Color of this Light.
52  float            constantAttenuation;       //!< The Factor of the the Constant Attenuation.
53  float            linearAttenuation;         //!< The Factor of the the Linear Attenuation.
54  float            quadraticAttenuation;      //!< The Factor of the the Quadratic Attenuation.
55  GLfloat          spotDirection[4];          //!< The direction of the Spot Light.
56  GLfloat          spotCutoff;                //!< The cutoff Angle of the Light Source
57};
58
59
60
61//! A class that handles Lights
62/**
63   A Light is a source that emits light rays (photons)
64
65   <b>Usage:</b>\n
66   First you have to get the Light Manager up and running by using LightManager::getInstance().
67   This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n
68   Then you will create a new light using:
69   \li new Light();
70
71   if you want to operate on this Light just apply the following functions onto it.
72       (You can also optain the Light-pointer with LightManager::getInstance()->getLight(lightNumber))
73
74   now you can operate on the light as follows:
75   \li void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b);
76   \li void setSpecularColor(GLfloat r, GLfloat g, GLfloat b);
77   \li void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation);
78   \li void setSpotDirection(Vector direction);
79   \li void setSpotCutoff(GLfloat cutoff);
80   \li all PNode stuff also works
81
82   To redraw the light use
83   \li void draw() const; (this is automatically done by the LightManager)
84
85   for some nice output just use:
86   \li void debug() const; (either on LightManager for a resume or on any Light for single information.)
87*/
88class LightManager : public BaseObject
89{
90  friend class Light;
91
92 public:
93  virtual ~LightManager();
94  /** @returns a Pointer to the only object of this Class */
95  inline static LightManager* getInstance() { if (!singletonRef) singletonRef = new LightManager();  return singletonRef; };
96
97  void loadParams(const TiXmlElement* root);
98  void loadLights(const TiXmlElement* root);
99
100  void setAmbientColor(GLfloat r, GLfloat g, GLfloat b);
101
102  Light* getLight(int lightNumber) const;
103  inline Light* getLight() const { return this->currentLight; };
104
105  void draw() const;
106
107  void debug() const;
108
109 private:
110  LightManager();
111
112  int  registerLight(Light* light);
113  void unregisterLight(Light* light);
114
115 private:
116  static LightManager*    singletonRef;       //!< This is the LightHandlers Reference.
117  GLfloat                 ambientColor[4];    //!< The ambient Color of the scene.
118
119  Light**                 lights;             //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues.
120  Light*                  currentLight;       //!< The current Light, we are working with.
121
122};
123
124#endif /* _LIGHT_H */
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