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source: orxonox.OLD/branches/terrain.older/src/lib/graphics/light.h @ 10642

Last change on this file since 10642 was 8255, checked in by bensch, 19 years ago

merged the atmos back with command: https://svn.orxonox.net/orxonox/branches/atmospheric_engine

File size: 4.2 KB
Line 
1/*!
2* @file light.h
3*  Handles Lights.
4
5A Light is one of the more important things in a 3D-environment,
6without it one sees nothing :)
7It 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                virtual 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/**
63A Light is a source that emits light rays (photons)
64
65<b>Usage:</b>\n
66First you have to get the Light Manager up and running by using LightManager::getInstance().
67This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n
68Then you will create a new light using:
69\li new Light();
70
71if 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
74now 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
82To redraw the light use
83\li void draw() const; (this is automatically done by the LightManager)
84
85for 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                virtual void loadParams(const TiXmlElement* root);
98                void loadLights(const TiXmlElement* root);
99
100                void setAmbientColor(GLfloat r, GLfloat g, GLfloat b);
101                // HACK: Assuming r = g = b values
102                inline GLfloat getAmbientColor() {  return this->ambientColor[0]; }
103
104                Light* getLight(int lightNumber) const;
105                inline Light* getLight() const { return this->currentLight; };
106
107                void draw() const;
108
109                void debug() const;
110
111        private:
112                LightManager();
113
114                int  registerLight(Light* light);
115                void unregisterLight(Light* light);
116
117        private:
118                static LightManager*    singletonRef;       //!< This is the LightHandlers Reference.
119                GLfloat                 ambientColor[4];    //!< The ambient Color of the scene.
120
121                Light**                 lights;             //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues.
122                Light*                  currentLight;       //!< The current Light, we are working with.
123
124};
125
126#endif /* _LIGHT_H */
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