1 | /*! |
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2 | \file light.h |
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3 | \brief 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 DEFINITIONS // |
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21 | class Vector; |
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22 | |
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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 | public: |
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28 | Light(int lightNumber); |
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29 | virtual ~Light(void); |
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30 | |
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31 | void setPosition(Vector position); |
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32 | void setPosition(GLfloat x, GLfloat y, GLfloat z); |
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33 | Vector getPosition() const; |
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34 | |
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35 | void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
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36 | void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
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37 | void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); |
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38 | void setSpotDirection(Vector direction); |
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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(void) const {return this->lightNumber;} |
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43 | |
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44 | virtual void draw(); |
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45 | |
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46 | void debug(void) 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 lightPosition[4]; //!< The Position of this Light. |
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52 | GLfloat diffuseColor[4]; //!< The Diffuse Color this Light emmits. |
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53 | GLfloat specularColor[4]; //!< The specular Color of this Light. |
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54 | float constantAttenuation; //!< The Factor of the the Constant Attenuation. |
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55 | float linearAttenuation; //!< The Factor of the the Linear Attenuation. |
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56 | float quadraticAttenuation; //!< The Factor of the the Quadratic Attenuation. |
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57 | GLfloat spotDirection[4]; //!< The direction of the Spot Light. |
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58 | GLfloat spotCutoff; //!< The cutoff Angle of the Light Source |
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59 | }; |
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60 | |
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61 | |
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62 | |
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63 | //! A class that handles Lights |
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64 | /** |
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65 | A Light is a source that emits light rays (photons) |
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66 | |
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67 | <b>Usage:</b>\n |
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68 | First you have to get the Light Manager up and running by using LightManager::getInstance. |
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69 | This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n |
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70 | Then you will create a new light using: |
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71 | \li int addLight(void); |
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72 | \li int addLight(int lightNumber); |
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73 | |
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74 | now you can operate on the light as follows: |
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75 | \li void setPosition(Vector position); |
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76 | \li void setPosition(GLfloat x, GLfloat y, GLfloat z); |
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77 | \li void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
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78 | \li void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
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79 | \li void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); |
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80 | \li void setSpotDirection(Vector direction); |
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81 | \li void setSpotCutoff(GLfloat cutoff); |
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82 | |
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83 | These functions are preatty selv-explaining, but you can read about them below.\n |
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84 | If you want to fetch info, or the a Light use: |
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85 | \li Vector getPosition(void) const; |
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86 | \li Vector getPosition(int lightNumber) const; |
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87 | \li Light* getLight(int LightNumber) const; |
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88 | |
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89 | To redraw the light use |
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90 | \li void draw(); |
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91 | |
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92 | and to delete one just use |
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93 | \li void deleteLight(void); |
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94 | |
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95 | for some nice output just use: |
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96 | \li void debug(void) const; |
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97 | |
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98 | You can also operate on the single Lights themselves, by first retreaving them with |
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99 | \li Light* getLight(int LightNumber); |
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100 | \n |
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101 | and then using the same functions on this to change settings. |
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102 | */ |
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103 | class LightManager : public BaseObject |
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104 | { |
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105 | |
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106 | public: |
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107 | virtual ~LightManager(void); |
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108 | /** \returns a Pointer to the only object of this Class */ |
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109 | inline static LightManager* getInstance(void) { if (!singletonRef) singletonRef = new LightManager(); return singletonRef; }; |
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110 | |
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111 | // set Attributes |
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112 | int addLight(void); |
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113 | int addLight(int lightNumber); |
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114 | void editLightNumber(int lightNumber); |
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115 | void deleteLight(void); |
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116 | void deleteLight(int lightNumber); |
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117 | |
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118 | void setAmbientColor(GLfloat r, GLfloat g, GLfloat b); |
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119 | |
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120 | void draw(); |
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121 | |
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122 | //set Attributes |
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123 | void setPosition(Vector position); |
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124 | void setPosition(GLfloat x, GLfloat y, GLfloat z); |
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125 | void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
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126 | void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
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127 | void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); |
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128 | void setSpotDirection(Vector direction); |
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129 | void setSpotCutoff(GLfloat cutoff); |
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130 | |
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131 | // get Attributes |
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132 | Vector getPosition(void) const; |
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133 | Vector getPosition(int lightNumber) const; |
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134 | |
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135 | Light* getLight(int lightNumber) const; |
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136 | |
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137 | void debug(void) const; |
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138 | |
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139 | |
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140 | private: |
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141 | LightManager(void); |
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142 | void initLight(int LightNumber); |
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143 | |
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144 | |
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145 | private: |
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146 | static LightManager* singletonRef; //!< This is the LightHandlers Reference. |
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147 | GLfloat ambientColor[4]; //!< The ambient Color of the scene. |
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148 | |
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149 | Light** lights; //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues. |
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150 | Light* currentLight; //!< The current Light, we are working with. |
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151 | |
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152 | }; |
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153 | |
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154 | #endif /* _LIGHT_H */ |
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