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source: orxonox.OLD/branches/terrain/src/lib/graphics/light.h @ 10673

Last change on this file since 10673 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 4.3 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  ObjectListDeclaration(Light);
28public:
29  Light(const TiXmlElement* root = NULL);
30  virtual ~Light();
31
32  virtual void loadParams(const TiXmlElement* root);
33
34  void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b);
35  void setSpecularColor(GLfloat r, GLfloat g, GLfloat b);
36  void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation);
37  void setSpotDirection(const Vector& direction);
38  void setSpotDirection(float x, float y, float z) { setSpotDirection(Vector(x,y,z)); };
39  void setSpotCutoff(GLfloat cutoff);
40
41  /** @returns the lightNumber*/
42  int getLightNumber() const {return this->lightNumber;}
43
44  virtual void draw() const;
45
46  void debug() const;
47
48  // attributes
49private:
50  int              lightNumber;               //!< The number of this Light.
51  GLfloat          diffuseColor[4];           //!< The Diffuse Color this Light emmits.
52  GLfloat          specularColor[4];          //!< The specular Color of this Light.
53  float            constantAttenuation;       //!< The Factor of the the Constant Attenuation.
54  float            linearAttenuation;         //!< The Factor of the the Linear Attenuation.
55  float            quadraticAttenuation;      //!< The Factor of the the Quadratic Attenuation.
56  GLfloat          spotDirection[4];          //!< The direction of the Spot Light.
57  GLfloat          spotCutoff;                //!< The cutoff Angle of the Light Source
58};
59
60
61
62//! A class that handles Lights
63/**
64A Light is a source that emits light rays (photons)
65
66<b>Usage:</b>\n
67First you have to get the Light Manager up and running by using LightManager::getInstance().
68This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n
69Then you will create a new light using:
70\li new Light();
71
72if you want to operate on this Light just apply the following functions onto it.
73(You can also optain the Light-pointer with LightManager::getInstance()->getLight(lightNumber))
74
75now you can operate on the light as follows:
76\li void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b);
77\li void setSpecularColor(GLfloat r, GLfloat g, GLfloat b);
78\li void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation);
79\li void setSpotDirection(Vector direction);
80\li void setSpotCutoff(GLfloat cutoff);
81\li all PNode stuff also works
82
83To redraw the light use
84\li void draw() const; (this is automatically done by the LightManager)
85
86for some nice output just use:
87\li void debug() const; (either on LightManager for a resume or on any Light for single information.)
88*/
89class LightManager : public BaseObject
90{
91  ObjectListDeclaration(LightManager);
92
93  friend class Light;
94public:
95  virtual ~LightManager();
96  /** @returns a Pointer to the only object of this Class */
97  inline static LightManager* getInstance() { if (!singletonRef) singletonRef = new LightManager();  return singletonRef; };
98
99  virtual void loadParams(const TiXmlElement* root);
100  void loadLights(const TiXmlElement* root);
101
102  void setAmbientColor(GLfloat r, GLfloat g, GLfloat b);
103  // HACK: Assuming r = g = b values
104inline GLfloat getAmbientColor() {  return this->ambientColor[0]; }
105
106  Light* getLight(int lightNumber) const;
107  inline Light* getLight() const { return this->currentLight; };
108
109  void draw() const;
110
111  void debug() const;
112
113private:
114  LightManager();
115
116  int  registerLight(Light* light);
117  void unregisterLight(Light* light);
118
119private:
120  static LightManager*    singletonRef;       //!< This is the LightHandlers Reference.
121  GLfloat                 ambientColor[4];    //!< The ambient Color of the scene.
122
123  Light**                 lights;             //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues.
124  Light*                  currentLight;       //!< The current Light, we are working with.
125
126};
127
128#endif /* _LIGHT_H */
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