[4734] | 1 | /*! |
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[3436] | 2 | \file light.h |
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[4836] | 3 | * Handles Lights. |
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[3329] | 4 | |
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[3436] | 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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[3245] | 8 | */ |
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[1853] | 9 | |
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[3436] | 10 | #ifndef _LIGHT_H |
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| 11 | #define _LIGHT_H |
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[1853] | 12 | |
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[4338] | 13 | #include "p_node.h" |
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[3436] | 14 | #include "glincl.h" |
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[1853] | 15 | |
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[3598] | 16 | //! The maximum number of Lights this OpenGL-implementation supports. |
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[3437] | 17 | #define NUMBEROFLIGHTS GL_MAX_LIGHTS |
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| 18 | |
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[4469] | 19 | |
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[3436] | 20 | // FORWARD DEFINITIONS // |
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| 21 | class Vector; |
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[4734] | 22 | class TiXmlElement; |
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[2036] | 23 | |
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[3598] | 24 | //! A class that handles Lights. The LightManager operates on this. |
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[4338] | 25 | class Light : public PNode |
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[3597] | 26 | { |
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| 27 | public: |
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[4736] | 28 | Light(const TiXmlElement* root = NULL); |
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[4746] | 29 | virtual ~Light(); |
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[3597] | 30 | |
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[4734] | 31 | void loadParams(const TiXmlElement* root); |
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| 32 | |
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[3597] | 33 | void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
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| 34 | void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
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| 35 | void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); |
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[4734] | 36 | void setSpotDirection(const Vector& direction); |
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| 37 | void setSpotDirection(float x, float y, float z) { setSpotDirection(Vector(x,y,z)); }; |
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[3597] | 38 | void setSpotCutoff(GLfloat cutoff); |
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| 39 | |
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[4836] | 40 | /** @returns the lightNumber*/ |
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[4746] | 41 | int getLightNumber() const {return this->lightNumber;} |
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[4734] | 42 | |
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[4736] | 43 | virtual void draw() const; |
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[3597] | 44 | |
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[4746] | 45 | void debug() const; |
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[3598] | 46 | |
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[3597] | 47 | // attributes |
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[3598] | 48 | private: |
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[4469] | 49 | int lightNumber; //!< The number of this Light. |
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| 50 | GLfloat diffuseColor[4]; //!< The Diffuse Color this Light emmits. |
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| 51 | GLfloat specularColor[4]; //!< The specular Color of this Light. |
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| 52 | float constantAttenuation; //!< The Factor of the the Constant Attenuation. |
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| 53 | float linearAttenuation; //!< The Factor of the the Linear Attenuation. |
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| 54 | float quadraticAttenuation; //!< The Factor of the the Quadratic Attenuation. |
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| 55 | GLfloat spotDirection[4]; //!< The direction of the Spot Light. |
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| 56 | GLfloat spotCutoff; //!< The cutoff Angle of the Light Source |
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[3597] | 57 | }; |
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| 58 | |
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[4469] | 59 | |
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| 60 | |
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[3436] | 61 | //! A class that handles Lights |
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[3329] | 62 | /** |
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[3436] | 63 | A Light is a source that emits light rays (photons) |
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[3600] | 64 | |
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| 65 | <b>Usage:</b>\n |
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[4736] | 66 | First you have to get the Light Manager up and running by using LightManager::getInstance(). |
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[3600] | 67 | This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n |
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| 68 | Then you will create a new light using: |
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[4736] | 69 | \li new Light(); |
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[3600] | 70 | |
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[4738] | 71 | if you want to operate on this Light just apply the following functions onto it. |
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| 72 | (You can also optain the Light-pointer with LightManager::getInstance()->getLight(lightNumber)) |
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| 73 | |
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[3600] | 74 | now you can operate on the light as follows: |
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| 75 | \li void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
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| 76 | \li void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
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| 77 | \li void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); |
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| 78 | \li void setSpotDirection(Vector direction); |
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| 79 | \li void setSpotCutoff(GLfloat cutoff); |
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[4736] | 80 | \li all PNode stuff also works |
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[3600] | 81 | |
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| 82 | To redraw the light use |
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[4738] | 83 | \li void draw() const; (this is automatically done by the LightManager) |
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[4734] | 84 | |
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[3600] | 85 | for some nice output just use: |
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[4746] | 86 | \li void debug() const; (either on LightManager for a resume or on any Light for single information.) |
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[3329] | 87 | */ |
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[3597] | 88 | class LightManager : public BaseObject |
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[3436] | 89 | { |
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[4736] | 90 | friend class Light; |
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[3440] | 91 | |
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[1904] | 92 | public: |
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[4746] | 93 | virtual ~LightManager(); |
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[4836] | 94 | /** @returns a Pointer to the only object of this Class */ |
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[4746] | 95 | inline static LightManager* getInstance() { if (!singletonRef) singletonRef = new LightManager(); return singletonRef; }; |
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[1853] | 96 | |
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[4734] | 97 | void loadParams(const TiXmlElement* root); |
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[4735] | 98 | void loadLights(const TiXmlElement* root); |
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[4734] | 99 | |
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[3597] | 100 | void setAmbientColor(GLfloat r, GLfloat g, GLfloat b); |
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| 101 | |
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[4736] | 102 | Light* getLight(int lightNumber) const; |
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| 103 | inline Light* getLight() const { return this->currentLight; }; |
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[3598] | 104 | |
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[4736] | 105 | void draw() const; |
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[3453] | 106 | |
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[4746] | 107 | void debug() const; |
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[4469] | 108 | |
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| 109 | private: |
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[4746] | 110 | LightManager(); |
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[4469] | 111 | |
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[4736] | 112 | int registerLight(Light* light); |
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| 113 | void unregisterLight(Light* light); |
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[4734] | 114 | |
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[4469] | 115 | private: |
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| 116 | static LightManager* singletonRef; //!< This is the LightHandlers Reference. |
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| 117 | GLfloat ambientColor[4]; //!< The ambient Color of the scene. |
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| 118 | |
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| 119 | Light** lights; //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues. |
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| 120 | Light* currentLight; //!< The current Light, we are working with. |
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[4734] | 121 | |
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[1853] | 122 | }; |
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| 123 | |
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[3436] | 124 | #endif /* _LIGHT_H */ |
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