1 | |
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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Benjamin Grauer |
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15 | co-programmer: ... |
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16 | */ |
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17 | |
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18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_LIGHT |
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19 | |
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20 | #include "light.h" |
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21 | |
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22 | #include "glincl.h" |
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23 | #include "vector.h" |
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24 | |
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25 | using namespace std; |
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26 | |
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27 | //! Definition of the Lights |
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28 | int lightsV[] = {GL_LIGHT0, GL_LIGHT1, GL_LIGHT2, GL_LIGHT3, GL_LIGHT4, GL_LIGHT5, GL_LIGHT6, GL_LIGHT7}; |
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29 | |
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30 | |
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31 | /** |
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32 | \param lightNumber the Light Number to initiate |
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33 | */ |
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34 | Light::Light(int lightNumber) |
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35 | { |
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36 | this->setClassName("Light"); |
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37 | char tmpName[7]; |
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38 | sprintf(tmpName, "Light%d", lightNumber); |
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39 | this->setName(tmpName); |
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40 | |
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41 | PRINTF(4)("initializing Light number %d.\n", lightNumber); |
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42 | // enable The light |
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43 | glEnable(lightsV[lightNumber]); // postSpawn |
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44 | |
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45 | // set values (defaults) |
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46 | this->lightNumber = lightNumber; |
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47 | this->setPosition(0.0, 0.0, 0.0); |
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48 | this->setDiffuseColor(1.0, 1.0, 1.0); |
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49 | this->setSpecularColor(1.0, 1.0, 1.0); |
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50 | } |
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51 | |
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52 | /** |
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53 | \brief destroys a Light |
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54 | */ |
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55 | Light::~Light(void) |
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56 | { |
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57 | glDisable(lightsV[this->lightNumber]); |
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58 | } |
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59 | |
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60 | /** |
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61 | \brief Sets a Position for the Light. |
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62 | \param position The new position of the Light. |
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63 | \todo patrick: is it ok to set a Light Position even if it is derived from p_node?? |
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64 | */ |
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65 | void Light::setPosition(Vector position) |
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66 | { |
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67 | this->lightPosition[0] = position.x; |
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68 | this->lightPosition[1] = position.y; |
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69 | this->lightPosition[2] = position.z; |
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70 | this->lightPosition[3] = 0.0; |
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71 | |
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72 | this->setAbsCoor(&position); |
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73 | |
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74 | glLightfv (lightsV[this->lightNumber], GL_POSITION, this->lightPosition); |
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75 | } |
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76 | |
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77 | /** |
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78 | \brief Sets a Position of this Light. |
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79 | \param x the x-coordinate |
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80 | \param y the y-coordinate |
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81 | \param z the z-coordinate |
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82 | */ |
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83 | void Light::setPosition(GLfloat x, GLfloat y, GLfloat z) |
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84 | { |
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85 | this->setPosition(Vector(x, y, z)); |
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86 | } |
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87 | |
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88 | /** |
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89 | \brief sets an emitting Diffuse color of this Light |
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90 | \param r red |
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91 | \param g green |
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92 | \param b blue |
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93 | */ |
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94 | void Light::setDiffuseColor(GLfloat r, GLfloat g, GLfloat b) |
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95 | { |
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96 | this->diffuseColor[0] = r; |
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97 | this->diffuseColor[1] = g; |
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98 | this->diffuseColor[2] = b; |
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99 | this->diffuseColor[3] = 1.0; |
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100 | |
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101 | glLightfv (lightsV[this->lightNumber], GL_DIFFUSE, this->diffuseColor); |
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102 | } |
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103 | |
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104 | /** |
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105 | \brief sets an emitting Specular color of this Light |
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106 | \param r red |
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107 | \param g green |
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108 | \param b blue |
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109 | */ |
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110 | void Light::setSpecularColor(GLfloat r, GLfloat g, GLfloat b) |
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111 | { |
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112 | this->specularColor[0] = r; |
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113 | this->specularColor[1] = g; |
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114 | this->specularColor[2] = b; |
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115 | this->specularColor[3] = 1.0; |
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116 | |
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117 | glLightfv (lightsV[this->lightNumber], GL_SPECULAR, this->specularColor); |
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118 | } |
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119 | |
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120 | /** |
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121 | \brief Sets the AttenuationType of this Light Source |
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122 | \param constantAttenuation The Constant Attenuation of the Light |
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123 | \param linearAttenuation The Linear Attenuation of the Light |
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124 | \param quadraticAttenuation The Quadratic Attenuation of the Light |
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125 | */ |
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126 | void Light::setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation) |
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127 | { |
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128 | this->constantAttenuation = constantAttenuation; |
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129 | this->linearAttenuation = linearAttenuation; |
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130 | this->quadraticAttenuation = quadraticAttenuation; |
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131 | |
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132 | glLightf(lightsV[this->lightNumber], GL_CONSTANT_ATTENUATION, constantAttenuation); |
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133 | glLightf(lightsV[this->lightNumber], GL_LINEAR_ATTENUATION, linearAttenuation); |
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134 | glLightf(lightsV[this->lightNumber], GL_QUADRATIC_ATTENUATION, quadraticAttenuation); |
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135 | } |
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136 | |
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137 | /** |
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138 | \brief stets the direction of the Spot Light. |
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139 | \param direction The direction of the Spot Light. |
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140 | */ |
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141 | void Light::setSpotDirection(Vector direction) |
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142 | { |
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143 | this->spotDirection[0] = direction.x; |
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144 | this->spotDirection[1] = direction.y; |
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145 | this->spotDirection[2] = direction.z; |
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146 | |
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147 | glLightfv(lightsV[this->lightNumber], GL_SPOT_DIRECTION, this->spotDirection); |
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148 | } |
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149 | |
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150 | /** |
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151 | \brief sets the cutoff angle of the Light. |
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152 | \param cutoff The cutoff angle. |
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153 | */ |
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154 | void Light::setSpotCutoff(GLfloat cutoff) |
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155 | { |
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156 | this->spotCutoff = cutoff; |
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157 | glLightf(lightsV[this->lightNumber], GL_SPOT_CUTOFF, cutoff); |
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158 | } |
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159 | |
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160 | /** |
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161 | \returns the Position of the Light |
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162 | */ |
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163 | Vector Light::getPosition() const |
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164 | { |
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165 | return Vector(this->lightPosition[0], this->lightPosition[1], this->lightPosition[2]); |
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166 | } |
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167 | |
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168 | /** |
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169 | \brief draws this Light. Being a World-entity the possibility to do this lies at hand. |
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170 | */ |
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171 | void Light::draw() |
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172 | { |
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173 | float pos[4] = {this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z, 1.0}; |
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174 | PRINTF(4)("Drawing The Lights new Position at %f %f %f\n", pos[0], pos[1], pos[2]); |
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175 | glLightfv(lightsV[this->lightNumber], GL_POSITION, pos); |
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176 | } |
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177 | |
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178 | /** |
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179 | \brief Prints out some nice formated debug information about the Light |
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180 | */ |
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181 | void Light::debug(void) const |
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182 | { |
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183 | PRINT(0)(":: %d :: -- reference %p\n", this->lightNumber, this); |
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184 | PRINT(0)(" GL-state: "); |
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185 | GLboolean param; |
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186 | glGetBooleanv(lightsV[this->lightNumber], ¶m); |
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187 | if (param) |
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188 | PRINT(0)("ON\n"); |
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189 | else |
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190 | PRINT(0)("OFF\n"); |
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191 | |
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192 | PRINT(0)(" Position: %f/%f/%f\n", this->lightPosition[0], this->lightPosition[1], this->lightPosition[2]); |
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193 | PRINT(0)(" DiffuseColor: %f/%f/%f\n", this->diffuseColor[0], this->diffuseColor[1], this->diffuseColor[2]); |
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194 | PRINT(0)(" SpecularColor: %f/%f/%f\n", this->specularColor[0], this->specularColor[1], this->specularColor[2]); |
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195 | PRINT(0)(" Attenuation: constant=%f linear=%f quadratic=%f\n", this->constantAttenuation, this->linearAttenuation, this->quadraticAttenuation); |
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196 | } |
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197 | |
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198 | |
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199 | /****************** |
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200 | ** LIGHT-MANAGER ** |
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201 | ******************/ |
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202 | /** |
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203 | \brief standard constructor for a Light |
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204 | */ |
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205 | LightManager::LightManager () |
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206 | { |
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207 | this->setClassName ("LightManager"); |
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208 | |
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209 | glEnable (GL_LIGHTING); |
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210 | this->setAmbientColor(.3, .3, .3); |
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211 | this->lights = new Light*[NUMBEROFLIGHTS]; |
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212 | for (int i = 0; i < NUMBEROFLIGHTS; i++) |
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213 | lights[i] = NULL; |
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214 | this->currentLight = NULL; |
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215 | } |
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216 | |
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217 | /** |
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218 | \brief standard deconstructor |
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219 | |
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220 | first disables Lighting |
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221 | |
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222 | then deletes the rest of the allocated memory |
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223 | and in the end sets the singleton Reference to zero. |
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224 | */ |
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225 | LightManager::~LightManager () |
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226 | { |
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227 | glDisable(GL_LIGHTING); |
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228 | |
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229 | // this will be done either by worldEntity, or by pNode as each light is one of them |
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230 | // for (int i = 0; i < NUMBEROFLIGHTS; i++) |
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231 | // this->deleteLight(i); |
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232 | delete lights; |
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233 | LightManager::singletonRef = NULL; |
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234 | } |
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235 | |
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236 | /** |
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237 | \brief singleton-Reference to the Light-class |
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238 | */ |
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239 | LightManager* LightManager::singletonRef = NULL; |
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240 | |
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241 | /** |
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242 | \returns The Instance of the Lights |
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243 | */ |
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244 | LightManager* LightManager::getInstance(void) |
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245 | { |
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246 | if (!singletonRef) |
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247 | LightManager::singletonRef = new LightManager(); |
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248 | return singletonRef; |
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249 | } |
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250 | |
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251 | /** |
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252 | \brief initializes a new Light with default values, and enables GL_LIGHTING |
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253 | */ |
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254 | void LightManager::initLight(int lightNumber) |
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255 | { |
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256 | lights[lightNumber] = new Light(lightNumber); |
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257 | } |
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258 | |
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259 | /** |
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260 | \brief Adds a new Light, by selecting the First free slot. |
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261 | |
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262 | if no slot is free error |
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263 | */ |
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264 | int LightManager::addLight(void) |
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265 | { |
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266 | for (int i = 0; i < NUMBEROFLIGHTS; i++) |
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267 | if (!this->lights[i]) |
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268 | return addLight(i); |
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269 | PRINTF(1)("no more light slots availiable. All %d already taken\n", NUMBEROFLIGHTS); |
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270 | return -1; |
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271 | } |
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272 | |
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273 | /** |
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274 | \brief Adds a new Light |
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275 | \param lightNumber The number of the light to add. |
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276 | |
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277 | if the Number is not free: warn, automatically choose another slot. |
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278 | */ |
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279 | int LightManager::addLight(int lightNumber) |
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280 | { |
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281 | if (this->lights[lightNumber]) |
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282 | { |
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283 | PRINTF(2)("Lightslot %d is allready taken, trying another one\n", lightNumber); |
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284 | return this->addLight(); |
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285 | } |
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286 | this->initLight(lightNumber); |
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287 | this->currentLight = this->lights[lightNumber]; |
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288 | return lightNumber; |
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289 | } |
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290 | |
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291 | /** |
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292 | \brief select the light to work with |
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293 | \param lightNumber the light to work with |
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294 | */ |
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295 | void LightManager::editLightNumber(int lightNumber) |
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296 | { |
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297 | if (!this->currentLight) |
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298 | { |
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299 | PRINTF(2)("no Light defined yet. Please define at least one light first befor editing.\n"); |
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300 | return; |
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301 | } |
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302 | this->currentLight = lights[lightNumber]; |
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303 | } |
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304 | |
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305 | /** |
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306 | \brief Delete the current Light |
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307 | */ |
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308 | void LightManager::deleteLight(void) |
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309 | { |
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310 | if (!this->currentLight) |
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311 | { |
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312 | PRINTF(1)("no Light defined yet. So you cannot delete any Light right now.\n"); |
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313 | return; |
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314 | } |
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315 | |
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316 | this->deleteLight(this->currentLight->getLightNumber()); |
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317 | } |
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318 | |
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319 | /** |
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320 | \brief delete light. |
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321 | \param lightNumber the number of the light to delete |
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322 | */ |
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323 | void LightManager::deleteLight(int lightNumber) |
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324 | { |
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325 | if (this->lights[lightNumber]) |
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326 | { |
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327 | PRINTF(4)("deleting Light number %d\n", lightNumber); |
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328 | delete this->lights[lightNumber]; |
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329 | this->lights[lightNumber] = NULL; |
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330 | } |
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331 | } |
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332 | |
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333 | /** |
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334 | \brief draws all the Lights in their appropriate position |
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335 | */ |
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336 | void LightManager::draw() |
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337 | { |
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338 | glMatrixMode(GL_MODELVIEW); |
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339 | glLoadIdentity(); |
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340 | PRINTF(4)("Drawing the Lights\n"); |
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341 | for (int i = 0; i < NUMBEROFLIGHTS; i++) |
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342 | if (this->lights[i]) |
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343 | lights[i]->draw(); |
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344 | } |
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345 | |
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346 | |
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347 | |
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348 | // set Attributes |
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349 | /** |
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350 | \brief sets the ambient Color of the Scene |
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351 | \param r red |
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352 | \param g green |
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353 | \param b blue |
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354 | */ |
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355 | void LightManager::setAmbientColor(GLfloat r, GLfloat g, GLfloat b) |
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356 | { |
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357 | this->ambientColor[0] = r; |
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358 | this->ambientColor[1] = g; |
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359 | this->ambientColor[2] = b; |
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360 | this->ambientColor[3] = 1.0; |
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361 | |
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362 | glLightfv (GL_LIGHT0, GL_AMBIENT, this->ambientColor); |
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363 | } |
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364 | |
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365 | /** |
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366 | \brief sets The Position of the currently selected Light |
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367 | \param position the new Position |
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368 | */ |
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369 | void LightManager::setPosition(Vector position) |
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370 | { |
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371 | this->currentLight->setPosition(position); |
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372 | } |
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373 | |
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374 | /** |
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375 | \brief Sets a Position for the currently selected Light. |
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376 | \param x the x-coordinate |
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377 | \param y the y-coordinate |
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378 | \param z the z-coordinate |
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379 | */ |
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380 | void LightManager::setPosition(GLfloat x, GLfloat y, GLfloat z) |
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381 | { |
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382 | if (!this->currentLight) |
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383 | { |
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384 | PRINTF(2)("no Light defined yet. Please define at least one light first befor editing.\n"); |
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385 | return; |
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386 | } |
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387 | this->currentLight->setPosition(x, y, z); |
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388 | } |
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389 | |
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390 | /** |
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391 | \brief sets an emitting Diffuse color of the currently selected Light |
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392 | \param r red |
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393 | \param g green |
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394 | \param b blue |
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395 | */ |
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396 | void LightManager::setDiffuseColor(GLfloat r, GLfloat g, GLfloat b) |
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397 | { |
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398 | if (!this->currentLight) |
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399 | { |
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400 | PRINTF(2)("no Light defined yet. Please define at least one light first befor editing.\n"); |
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401 | return; |
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402 | } |
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403 | this->currentLight->setDiffuseColor(r,g,b); |
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404 | } |
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405 | |
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406 | /** |
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407 | \brief sets an emitting Specular color of the currently selected Light |
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408 | \param r red |
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409 | \param g green |
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410 | \param b blue |
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411 | */ |
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412 | void LightManager::setSpecularColor(GLfloat r, GLfloat g, GLfloat b) |
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413 | { |
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414 | if (!this->currentLight) |
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415 | { |
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416 | PRINTF(2)("no Light defined yet. Please define at least one light first befor editing.\n"); |
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417 | return; |
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418 | } |
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419 | this->currentLight->setSpecularColor(r, g, b); |
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420 | } |
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421 | |
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422 | /** |
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423 | \brief Sets the AttenuationType of th currently selecte LightSource Light Source |
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424 | \param constantAttenuation The Constant Attenuation of the Light |
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425 | \param linearAttenuation The Linear Attenuation of the Light |
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426 | \param quadraticAttenuation The Quadratic Attenuation of the Light |
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427 | */ |
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428 | void LightManager::setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation) |
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429 | { |
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430 | if (!this->currentLight) |
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431 | { |
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432 | PRINTF(2)("no Light defined yet. Please define at least one light first befor editing.\n"); |
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433 | return; |
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434 | } |
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435 | this->currentLight->setAttenuation(constantAttenuation, linearAttenuation, quadraticAttenuation); |
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436 | } |
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437 | |
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438 | |
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439 | /** |
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440 | \brief stets the direction of the Spot Light. |
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441 | \param direction The direction of the Spot Light. |
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442 | */ |
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443 | void LightManager::setSpotDirection(Vector direction) |
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444 | { |
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445 | if (!this->currentLight) |
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446 | { |
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447 | PRINTF(2)("no Light defined yet. Please define at least one light first befor editing.\n"); |
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448 | return; |
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449 | } |
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450 | this->currentLight->setSpotDirection(direction); |
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451 | } |
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452 | |
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453 | /** |
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454 | \brief sets the cutoff angle of the Light. |
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455 | \param cutoff The cutoff angle. |
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456 | */ |
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457 | void LightManager::setSpotCutoff(GLfloat cutoff) |
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458 | { |
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459 | if (!this->currentLight) |
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460 | { |
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461 | PRINTF(2)("no Light defined yet. Please define at least one light first befor editing.\n"); |
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462 | return; |
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463 | } |
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464 | this->currentLight->setSpotCutoff(cutoff); |
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465 | } |
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466 | |
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467 | // get Attributes |
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468 | /** |
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469 | \returns the Position of the Light |
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470 | */ |
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471 | Vector LightManager::getPosition(void) const |
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472 | { |
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473 | if (!this->currentLight) |
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474 | { |
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475 | PRINTF(2)("no Light defined yet\n"); |
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476 | return Vector(.0, .0, .0); |
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477 | } |
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478 | else |
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479 | return this->currentLight->getPosition(); |
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480 | } |
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481 | |
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482 | /** |
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483 | \returns the Position of Light |
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484 | \param lightNumber lightnumber |
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485 | */ |
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486 | Vector LightManager::getPosition(int lightNumber) const |
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487 | { |
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488 | if (!this->lights[lightNumber]) |
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489 | { |
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490 | PRINTF(2)("no Light defined yet\n"); |
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491 | return Vector(.0,.0,.0); |
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492 | } |
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493 | else |
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494 | return this->lights[lightNumber]->getPosition(); |
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495 | } |
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496 | |
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497 | /** |
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498 | \returns a pointer to a Light |
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499 | \param lightNumber The light to request the pointer from |
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500 | */ |
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501 | Light* LightManager::getLight(int lightNumber) const |
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502 | { |
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503 | return this->lights[lightNumber]; |
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504 | } |
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505 | |
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506 | /** |
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507 | \brief outputs debug information about the Class and its lights |
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508 | */ |
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509 | void LightManager::debug(void) const |
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510 | { |
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511 | PRINT(0)("=================================\n"); |
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512 | PRINT(0)("= DEBUG INFORMATION CLASS LIGHT =\n"); |
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513 | PRINT(0)("=================================\n"); |
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514 | PRINT(0)("Reference: %p\n", LightManager::singletonRef); |
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515 | if (this->currentLight) |
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516 | PRINT(0)("current Light Nr: %d\n", this->currentLight->getLightNumber()); |
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517 | PRINT(0)("Ambient Color: %f:%f:%f\n", this->ambientColor[0], this->ambientColor[0], this->ambientColor[0]); |
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518 | PRINT(0)("=== Lights ===\n"); |
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519 | for (int i = 0; i < NUMBEROFLIGHTS; i++) |
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520 | if (this->lights[i]) |
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521 | { |
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522 | this->lights[i]->debug(); |
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523 | } |
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524 | PRINT(0)("--------------------------------\n"); |
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525 | } |
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