1 | /*! |
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2 | * @file light.h |
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3 | * Handles Lights. |
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4 | |
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5 | A Light is one of the more important things in a 3D-environment, |
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6 | without it one sees nothing :) |
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7 | It is here for diffuse-, specular- and Bump-Mappings. |
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8 | */ |
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9 | |
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10 | #ifndef _LIGHT_H |
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11 | #define _LIGHT_H |
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12 | |
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13 | #include "p_node.h" |
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14 | #include "glincl.h" |
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15 | |
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16 | //! The maximum number of Lights this OpenGL-implementation supports. |
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17 | #define NUMBEROFLIGHTS GL_MAX_LIGHTS |
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18 | |
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19 | |
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20 | // FORWARD DECLARATIONS // |
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21 | class Vector; |
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22 | class TiXmlElement; |
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23 | |
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24 | //! A class that handles Lights. The LightManager operates on this. |
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25 | class Light : public PNode |
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26 | { |
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27 | ObjectListDeclaration(Light); |
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28 | public: |
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29 | Light(const TiXmlElement* root = NULL); |
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30 | virtual ~Light(); |
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31 | |
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32 | virtual void loadParams(const TiXmlElement* root); |
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33 | |
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34 | void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
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35 | void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
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36 | void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); |
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37 | void setSpotDirection(const Vector& direction); |
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38 | void setSpotDirection(float x, float y, float z) { setSpotDirection(Vector(x,y,z)); }; |
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39 | void setSpotCutoff(GLfloat cutoff); |
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40 | |
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41 | /** @returns the lightNumber*/ |
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42 | int getLightNumber() const {return this->lightNumber;} |
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43 | |
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44 | virtual void draw() const; |
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45 | |
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46 | void debug() const; |
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47 | |
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48 | // attributes |
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49 | private: |
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50 | int lightNumber; //!< The number of this Light. |
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51 | GLfloat diffuseColor[4]; //!< The Diffuse Color this Light emmits. |
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52 | GLfloat specularColor[4]; //!< The specular Color of this Light. |
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53 | float constantAttenuation; //!< The Factor of the the Constant Attenuation. |
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54 | float linearAttenuation; //!< The Factor of the the Linear Attenuation. |
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55 | float quadraticAttenuation; //!< The Factor of the the Quadratic Attenuation. |
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56 | GLfloat spotDirection[4]; //!< The direction of the Spot Light. |
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57 | GLfloat spotCutoff; //!< The cutoff Angle of the Light Source |
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58 | }; |
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59 | |
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60 | |
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61 | |
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62 | //! A class that handles Lights |
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63 | /** |
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64 | A Light is a source that emits light rays (photons) |
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65 | |
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66 | <b>Usage:</b>\n |
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67 | First you have to get the Light Manager up and running by using LightManager::getInstance(). |
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68 | This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n |
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69 | Then you will create a new light using: |
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70 | \li new Light(); |
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71 | |
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72 | if you want to operate on this Light just apply the following functions onto it. |
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73 | (You can also optain the Light-pointer with LightManager::getInstance()->getLight(lightNumber)) |
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74 | |
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75 | now you can operate on the light as follows: |
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76 | \li void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
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77 | \li void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
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78 | \li void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); |
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79 | \li void setSpotDirection(Vector direction); |
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80 | \li void setSpotCutoff(GLfloat cutoff); |
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81 | \li all PNode stuff also works |
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82 | |
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83 | To redraw the light use |
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84 | \li void draw() const; (this is automatically done by the LightManager) |
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85 | |
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86 | for some nice output just use: |
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87 | \li void debug() const; (either on LightManager for a resume or on any Light for single information.) |
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88 | */ |
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89 | class LightManager : public BaseObject |
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90 | { |
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91 | ObjectListDeclaration(LightManager); |
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92 | |
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93 | friend class Light; |
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94 | public: |
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95 | virtual ~LightManager(); |
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96 | /** @returns a Pointer to the only object of this Class */ |
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97 | inline static LightManager* getInstance() { if (!singletonRef) singletonRef = new LightManager(); return singletonRef; }; |
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98 | |
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99 | virtual void loadParams(const TiXmlElement* root); |
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100 | void loadLights(const TiXmlElement* root); |
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101 | |
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102 | void setAmbientColor(GLfloat r, GLfloat g, GLfloat b); |
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103 | // HACK: Assuming r = g = b values |
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104 | // SOLVED: nobody uses it anyway |
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105 | // inline GLfloat getAmbientColor() { return this->ambientColor[0]; } |
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106 | |
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107 | Light* getLight(int lightNumber) const; |
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108 | inline Light* getLight() const { return this->currentLight; }; |
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109 | |
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110 | void draw() const; |
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111 | |
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112 | void debug() const; |
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113 | |
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114 | private: |
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115 | LightManager(); |
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116 | |
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117 | int registerLight(Light* light); |
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118 | void unregisterLight(Light* light); |
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119 | |
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120 | private: |
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121 | static LightManager* singletonRef; //!< This is the LightHandlers Reference. |
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122 | GLfloat ambientColor[4]; //!< The ambient Color of the scene. |
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123 | |
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124 | Light** lights; //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues. |
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125 | Light* currentLight; //!< The current Light, we are working with. |
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126 | |
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127 | }; |
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128 | |
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129 | #endif /* _LIGHT_H */ |
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