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source: orxonox.OLD/branches/terrain.older/src/lib/graphics/light.cc @ 10761

Last change on this file since 10761 was 8742, checked in by bensch, 19 years ago

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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Benjamin Grauer
15   co-programmer: ...
16*/
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS
19
20#include "light.h"
21
22#include "glincl.h"
23#include "vector.h"
24#include "parser/tinyxml/tinyxml.h"
25#include "util/loading/load_param.h"
26#include "util/loading/factory.h"
27#include "debug.h"
28
29CREATE_FACTORY(Light, CL_LIGHT);
30
31//! Definition of the Lights and their Names
32int lightsV[] =
33  {
34    GL_LIGHT0,
35    GL_LIGHT1,
36    GL_LIGHT2,
37    GL_LIGHT3,
38    GL_LIGHT4,
39    GL_LIGHT5,
40    GL_LIGHT6,
41    GL_LIGHT7
42  };
43
44/**
45 * @param root The XML-element to load the Light from
46
47  @todo what to do, if no Light-Slots are open anymore ???
48 */
49Light::Light(const TiXmlElement* root)
50{
51  PRINTF(4)("initializing Light number %d.\n", this->lightNumber);
52
53  this->lightNumber = LightManager::getInstance()->registerLight(this);
54
55  this->setClassID(CL_LIGHT, "Light");
56  char tmpName[10];
57  sprintf(tmpName, "Light[%d]", this->lightNumber);
58  this->setName(tmpName);
59
60  // enable The light
61  glEnable(lightsV[this->lightNumber]); // postSpawn
62
63  // set values (defaults)
64  this->setDiffuseColor(1.0, 1.0, 1.0);
65  this->setSpecularColor(1.0, 1.0, 1.0);
66
67  if (root != NULL)
68    this->loadParams(root);
69}
70
71/**
72 *  destroys a Light
73*/
74Light::~Light()
75{
76  glDisable(lightsV[this->lightNumber]);
77
78  LightManager::getInstance()->unregisterLight(this);
79}
80
81/**
82 * @param root The XML-element to load the Light from
83 */
84void Light::loadParams(const TiXmlElement* root)
85{
86  PNode::loadParams(root);
87
88  LoadParam(root, "diffuse-color", this, Light, setDiffuseColor)
89  .describe("sets the diffuse color of the Light (red [0-1], green [0-1], blue [0-1])");
90
91  LoadParam(root, "specular-color", this, Light, setSpecularColor)
92  .describe("sets the specular color of the Light (red [0-1], green [0-1], blue [0-1])");
93
94  LoadParam(root, "attenuation", this, Light, setAttenuation)
95  .describe("sets the Attenuation of the LightSource (constant Factor, linear Factor, quadratic Factor).");
96
97  LoadParam(root, "spot-direction", this, Light, setSpotDirection)
98  .describe("sets the Direction of the Spot");
99
100  LoadParam(root, "spot-cutoff", this, Light, setSpotCutoff)
101  .describe("the cuttoff of the Spotlight");
102}
103
104/**
105 *  sets an emitting Diffuse color of this Light
106 * @param r red
107 * @param g green
108 * @param b blue
109*/
110void Light::setDiffuseColor(GLfloat r, GLfloat g, GLfloat b)
111{
112  this->diffuseColor[0] = r;
113  this->diffuseColor[1] = g;
114  this->diffuseColor[2] = b;
115  this->diffuseColor[3] = 1.0;
116
117  glLightfv (lightsV[this->lightNumber], GL_DIFFUSE, this->diffuseColor);
118}
119
120/**
121 *  sets an emitting Specular color of this Light
122 * @param r red
123 * @param g green
124 * @param b blue
125*/
126void Light::setSpecularColor(GLfloat r, GLfloat g, GLfloat b)
127{
128  this->specularColor[0] = r;
129  this->specularColor[1] = g;
130  this->specularColor[2] = b;
131  this->specularColor[3] = 1.0;
132
133  glLightfv (lightsV[this->lightNumber], GL_SPECULAR, this->specularColor);
134}
135
136
137/**
138 *  Sets the AttenuationType of this Light Source
139 * @param constantAttenuation The Constant Attenuation of the Light
140 * @param linearAttenuation The Linear Attenuation of the Light
141 * @param quadraticAttenuation The Quadratic Attenuation of the Light
142*/
143void Light::setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation)
144{
145  this->constantAttenuation  = constantAttenuation;
146  this->linearAttenuation    = linearAttenuation;
147  this->quadraticAttenuation = quadraticAttenuation;
148
149  glLightf(lightsV[this->lightNumber], GL_CONSTANT_ATTENUATION,  constantAttenuation);
150  glLightf(lightsV[this->lightNumber], GL_LINEAR_ATTENUATION,    linearAttenuation);
151  glLightf(lightsV[this->lightNumber], GL_QUADRATIC_ATTENUATION, quadraticAttenuation);
152}
153
154
155/**
156 *  stets the direction of the Spot Light.
157 * @param direction The direction of the Spot Light.
158*/
159void Light::setSpotDirection(const Vector& direction)
160{
161  this->spotDirection[0] = direction.x;
162  this->spotDirection[1] = direction.y;
163  this->spotDirection[2] = direction.z;
164
165  glLightfv(lightsV[this->lightNumber], GL_SPOT_DIRECTION, this->spotDirection);
166}
167
168
169/**
170 *  sets the cutoff angle of the Light.
171 * @param cutoff The cutoff angle.
172*/
173void Light::setSpotCutoff(GLfloat cutoff)
174{
175  this->spotCutoff = cutoff;
176  glLightf(lightsV[this->lightNumber], GL_SPOT_CUTOFF, cutoff);
177}
178
179/**
180 *  draws this Light. Being a World-entity the possibility to do this lies at hand.
181*/
182void Light::draw() const
183{
184  float pos[4] = {this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z, 1.0};
185  PRINTF(4)("Drawing The Lights new Position at %f %f %f\n", pos[0], pos[1], pos[2]);
186  glLightfv(lightsV[this->lightNumber], GL_POSITION, pos);
187}
188
189
190/**
191 *  Prints out some nice formated debug information about the Light
192*/
193void Light::debug() const
194{
195  PRINT(0)(":: %d ::  -- reference %p\n", this->lightNumber, this);
196  PRINT(0)(" GL-state: ");
197  GLboolean param;
198  glGetBooleanv(lightsV[this->lightNumber], &param);
199  if (param)
200    PRINT(0)("ON\n");
201  else
202    PRINT(0)("OFF\n");
203
204  PRINT(0)(" DiffuseColor:  %f/%f/%f\n", this->diffuseColor[0], this->diffuseColor[1], this->diffuseColor[2]);
205  PRINT(0)(" SpecularColor: %f/%f/%f\n", this->specularColor[0], this->specularColor[1], this->specularColor[2]);
206  PRINT(0)(" Attenuation: constant=%f linear=%f quadratic=%f\n", this->constantAttenuation, this->linearAttenuation, this->quadraticAttenuation);
207}
208
209
210/******************
211** LIGHT-MANAGER **
212******************/
213/**
214 *  standard constructor for a Light
215*/
216LightManager::LightManager ()
217{
218  this->setClassID(CL_LIGHT_MANAGER, "LightManager");
219
220  glEnable (GL_LIGHTING);
221  glEnable ( GL_COLOR_MATERIAL ) ;
222  glColorMaterial ( GL_FRONT, GL_DIFFUSE ) ;
223
224  this->setAmbientColor(.3, .3, .3);
225  this->lights = new Light*[NUMBEROFLIGHTS];
226  for (int i = 0; i < NUMBEROFLIGHTS; i++)
227    lights[i] = NULL;
228  this->currentLight = NULL;
229}
230
231/**
232 *  standard deconstructor
233
234   first disables Lighting
235
236   then deletes the rest of the allocated memory
237   and in the end sets the singleton Reference to zero.
238*/
239LightManager::~LightManager ()
240{
241  glDisable(GL_COLOR_MATERIAL);
242  glDisable(GL_LIGHTING);
243  this->setAmbientColor(.0,.0,.0);
244
245  for (int i = 0; i < NUMBEROFLIGHTS; i++)
246    if (this->lights[i] != NULL)
247      delete lights[i];
248  delete[] lights;
249  LightManager::singletonRef = NULL;
250}
251
252/**
253 *  singleton-Reference to the Light-class
254*/
255LightManager* LightManager::singletonRef = NULL;
256
257/**
258* @param root the XML-element to load the LightManager's settings from
259 */
260void LightManager::loadParams(const TiXmlElement* root)
261{
262  LoadParamXML(root, "Lights", this, LightManager, loadLights)
263  .describe("an XML-Element to load lights from.");
264
265  LoadParam(root, "ambient-color", this, LightManager, setAmbientColor)
266  .describe("sets the ambient Color of the Environmental Light");
267}
268
269/**
270* @param root The XML-element to load Lights from
271 */
272void LightManager::loadLights(const TiXmlElement* root)
273{
274  const TiXmlElement* element = root->FirstChildElement();
275
276  while (element != NULL)
277  {
278    Factory::fabricate(element);
279
280    element = element->NextSiblingElement();
281  }
282}
283
284// set Attributes
285/**
286 *  sets the ambient Color of the Scene
287 * @param r red
288 * @param g green
289 * @param b blue
290*/
291void LightManager::setAmbientColor(GLfloat r, GLfloat g, GLfloat b)
292{
293  this->ambientColor[0] = r;
294  this->ambientColor[1] = g;
295  this->ambientColor[2] = b;
296  this->ambientColor[3] = 1.0;
297
298  glLightfv (GL_LIGHT0, GL_AMBIENT, this->ambientColor);
299}
300
301/**
302* @param light the Light to register to the LightManager
303
304  This is done explicitely by the constructor of a Light
305*/
306int LightManager::registerLight(Light* light)
307{
308  for (int i = 0; i < NUMBEROFLIGHTS; i++)
309    if (!this->lights[i])
310    {
311      this->lights[i]=light;
312      return i;
313    }
314  PRINTF(1)("no more light slots availiable. All %d already taken\n", NUMBEROFLIGHTS);
315  return -1;
316}
317
318/**
319* @param light The light to unregister from the LightManager
320
321  This is done every time a Light is destroyed explicitely by the Light-destructor
322 */
323void LightManager::unregisterLight(Light* light)
324{
325  for (int i = 0; i < NUMBEROFLIGHTS; i++)
326  {
327    if (this->lights[i] == light)
328    {
329      this->lights[i] = NULL;
330      return;
331    }
332  }
333  PRINTF(2)("Light %p could not be unloaded (this should not heappen\n)");
334  return;
335}
336
337
338Light* LightManager::getLight(int lightNumber) const
339{
340  if( lightNumber < NUMBEROFLIGHTS)
341    return this->lights[lightNumber];
342
343  return NULL;
344}
345
346/**
347 *  draws all the Lights in their appropriate position
348 */
349void LightManager::draw() const
350{
351  PRINTF(4)("Drawing the Lights\n");
352  for (int i = 0; i < NUMBEROFLIGHTS; i++)
353    if (this->lights[i] != NULL)
354      lights[i]->draw();
355}
356
357/**
358 *  outputs debug information about the Class and its lights
359*/
360void LightManager::debug() const
361{
362  PRINT(0)("=================================\n");
363  PRINT(0)("= DEBUG INFORMATION CLASS LIGHT =\n");
364  PRINT(0)("=================================\n");
365  PRINT(0)("Reference: %p\n", LightManager::singletonRef);
366  if (this->currentLight)
367    PRINT(0)("current Light Nr: %d\n", this->currentLight->getLightNumber());
368  PRINT(0)("Ambient Color: %f:%f:%f\n", this->ambientColor[0], this->ambientColor[0], this->ambientColor[0]);
369  PRINT(0)("=== Lights ===\n");
370  for (int i = 0; i < NUMBEROFLIGHTS; i++)
371    if (this->lights[i])
372    {
373      this->lights[i]->debug();
374    }
375  PRINT(0)("-----------------------------LM-\n");
376}
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