[1853] | 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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[1855] | 12 | |
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| 13 | ### File Specific: |
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[3436] | 14 | main-programmer: Benjamin Grauer |
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[1855] | 15 | co-programmer: ... |
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[1853] | 16 | */ |
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| 17 | |
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| 18 | |
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[3436] | 19 | #include "light.h" |
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[1853] | 20 | |
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[3436] | 21 | #include "glincl.h" |
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[1853] | 22 | |
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[1856] | 23 | using namespace std; |
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[1853] | 24 | |
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[3437] | 25 | //! Definition of the Lights |
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| 26 | int lightsV[] = {GL_LIGHT0, GL_LIGHT1, GL_LIGHT2, GL_LIGHT3, GL_LIGHT4, GL_LIGHT5, GL_LIGHT6, GL_LIGHT7}; |
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[1856] | 27 | |
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[3437] | 28 | |
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[3245] | 29 | /** |
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[3436] | 30 | \brief standard constructor for a Light |
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[3245] | 31 | */ |
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[3436] | 32 | Light::Light () |
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[3365] | 33 | { |
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[3437] | 34 | this->setClassName ("Light"); |
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[1853] | 35 | |
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[3437] | 36 | glEnable (GL_LIGHTING); |
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[3440] | 37 | this->setAmbientColor(.3, .3, .3); |
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[3437] | 38 | this->lights = new LightValue*[NUMBEROFLIGHTS]; |
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| 39 | for (int i = 0; i < NUMBEROFLIGHTS; i++) |
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| 40 | lights[i] = NULL; |
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[3438] | 41 | this->currentLight = NULL; |
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[3436] | 42 | } |
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[1853] | 43 | |
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[3245] | 44 | /** |
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| 45 | \brief standard deconstructor |
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[3446] | 46 | |
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| 47 | first disables Lighting |
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| 48 | then deletes all the lights |
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| 49 | then deletes the rest of the allocated memory |
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| 50 | and in the end sets the singleton Reference to zero. |
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[3245] | 51 | */ |
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[3436] | 52 | Light::~Light () |
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| 53 | { |
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[3543] | 54 | this->destroy(); |
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| 55 | } |
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| 56 | |
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| 57 | |
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| 58 | /** |
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| 59 | \brief frees all alocated memory |
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| 60 | |
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| 61 | and in this case also deletes the lightSources and GL_LIGHTING |
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| 62 | */ |
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| 63 | void Light::destroy(void) |
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| 64 | { |
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[3436] | 65 | glDisable(GL_LIGHTING); |
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[3437] | 66 | |
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| 67 | for (int i = 0; i < NUMBEROFLIGHTS; i++) |
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| 68 | this->deleteLight(i); |
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| 69 | delete lights; |
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| 70 | Light::singletonRef = NULL; |
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[3543] | 71 | |
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| 72 | static_cast<WorldEntity*>(this)->destroy(); |
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[3436] | 73 | } |
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[1853] | 74 | |
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[3543] | 75 | |
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[3438] | 76 | /** |
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| 77 | \brief singleton-Reference to the Light-class |
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| 78 | */ |
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[3437] | 79 | Light* Light::singletonRef = NULL; |
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| 80 | |
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[3436] | 81 | /** |
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[3437] | 82 | \returns The Instance of the Lights |
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| 83 | */ |
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| 84 | Light* Light::getInstance(void) |
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| 85 | { |
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| 86 | if (singletonRef) |
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| 87 | return singletonRef; |
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| 88 | else |
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| 89 | return Light::singletonRef = new Light(); |
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| 90 | } |
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| 91 | |
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| 92 | /** |
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[3436] | 93 | \brief initializes a new Light with default values, and enables GL_LIGHTING |
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| 94 | */ |
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[3437] | 95 | void Light::init(int lightNumber) |
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[3436] | 96 | { |
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[3437] | 97 | PRINTF(3)("initializing Light number %d.\n", lightNumber); |
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| 98 | // enable The light |
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| 99 | glEnable(lightsV[lightNumber]); |
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| 100 | this->currentLight = lights[lightNumber] = new LightValue; |
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[3436] | 101 | |
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[3437] | 102 | // set default values |
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| 103 | this->currentLight->lightNumber = lightNumber; |
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[3446] | 104 | this->setPosition(0.0, 0.0, 0.0); |
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[3436] | 105 | this->setDiffuseColor(1.0, 1.0, 1.0); |
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| 106 | this->setSpecularColor(1.0, 1.0, 1.0); |
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| 107 | } |
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[1853] | 108 | |
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[3437] | 109 | /** |
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| 110 | \brief Adds a new Light, by selecting the First free slot. |
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| 111 | |
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| 112 | if no slot is free error |
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| 113 | */ |
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| 114 | int Light::addLight(void) |
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| 115 | { |
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| 116 | for (int i = 0; i < NUMBEROFLIGHTS; i++) |
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| 117 | if (!this->lights[i]) |
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| 118 | return addLight(i); |
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| 119 | PRINTF(1)("no more light slots availiable. All %d already taken\n", NUMBEROFLIGHTS); |
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| 120 | return -1; |
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| 121 | } |
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| 122 | |
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| 123 | /** |
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| 124 | \brief Adds a new Light |
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| 125 | \param lightNumber The number of the light to add. |
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| 126 | |
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| 127 | if the Number is not free: warn, automatically choose another slot. |
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| 128 | */ |
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| 129 | int Light::addLight(int lightNumber) |
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| 130 | { |
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| 131 | if (this->lights[lightNumber]) |
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| 132 | { |
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| 133 | PRINTF(2)("Lightslot %d is allready taken, trying another one\n", lightNumber); |
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| 134 | return this->addLight(); |
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| 135 | } |
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| 136 | this->init(lightNumber); |
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| 137 | this->currentLight = this->lights[lightNumber]; |
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| 138 | return lightNumber; |
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| 139 | } |
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| 140 | |
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| 141 | /** |
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| 142 | \brief select the light to work with |
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| 143 | \param lightNumber the light to work with |
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| 144 | */ |
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| 145 | void Light::editLightNumber(int lightNumber) |
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| 146 | { |
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[3438] | 147 | if (!this->currentLight) |
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| 148 | { |
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| 149 | PRINTF(1)("no Light defined yet\n"); |
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| 150 | return; |
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| 151 | } |
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| 152 | |
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[3437] | 153 | this->currentLight = lights[lightNumber]; |
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| 154 | } |
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| 155 | |
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| 156 | /** |
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| 157 | \brief Delete the current Light |
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| 158 | */ |
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| 159 | void Light::deleteLight(void) |
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| 160 | { |
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[3438] | 161 | if (!this->currentLight) |
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| 162 | { |
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| 163 | PRINTF(1)("no Light defined yet\n"); |
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| 164 | return; |
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| 165 | } |
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| 166 | |
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[3437] | 167 | this->deleteLight(this->currentLight->lightNumber); |
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| 168 | } |
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| 169 | |
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| 170 | /** |
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| 171 | \brief delete light. |
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[3446] | 172 | \param lightNumber the number of the light to delete |
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[3437] | 173 | */ |
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| 174 | void Light::deleteLight(int lightNumber) |
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| 175 | { |
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| 176 | if (this->lights[lightNumber]) |
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| 177 | { |
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| 178 | PRINTF(3)("deleting Light number %d\n", lightNumber); |
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| 179 | delete this->lights[lightNumber]; |
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| 180 | glDisable(lightsV[lightNumber]); |
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| 181 | this->lights[lightNumber] = NULL; |
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| 182 | } |
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| 183 | } |
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| 184 | |
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[3436] | 185 | // set Attributes |
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[3245] | 186 | /** |
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[3436] | 187 | \brief Sets a Position for the Light. |
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| 188 | \param position The new position of the Light. |
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| 189 | \todo patrick: is it ok to set a Light Position even if it is derived from p_node?? |
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| 190 | */ |
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| 191 | void Light::setPosition(Vector position) |
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| 192 | { |
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[3438] | 193 | if (!this->currentLight) |
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| 194 | { |
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| 195 | PRINTF(1)("no Light defined yet\n"); |
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| 196 | return; |
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| 197 | } |
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[3437] | 198 | this->currentLight->lightPosition[0] = position.x; |
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| 199 | this->currentLight->lightPosition[1] = position.y; |
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| 200 | this->currentLight->lightPosition[2] = position.z; |
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| 201 | this->currentLight->lightPosition[3] = 0.0; |
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[3245] | 202 | |
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[3437] | 203 | glLightfv (GL_LIGHT0, GL_POSITION, this->currentLight->lightPosition); |
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| 204 | } |
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[3436] | 205 | |
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[3446] | 206 | /** |
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| 207 | \brief Sets a Position for the Light. |
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| 208 | \param x the x-coordinate |
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| 209 | \param y the y-coordinate |
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| 210 | \param z the z-coordinate |
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| 211 | */ |
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[3437] | 212 | void Light::setPosition(GLfloat x, GLfloat y, GLfloat z) |
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| 213 | { |
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[3438] | 214 | if (!this->currentLight) |
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| 215 | { |
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| 216 | PRINTF(1)("no Light defined yet\n"); |
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| 217 | return; |
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| 218 | } |
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| 219 | |
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[3437] | 220 | this->currentLight->lightPosition[0] = x; |
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| 221 | this->currentLight->lightPosition[1] = y; |
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| 222 | this->currentLight->lightPosition[2] = z; |
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| 223 | this->currentLight->lightPosition[3] = 0.0; |
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| 224 | |
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| 225 | glLightfv (GL_LIGHT0, GL_POSITION, this->currentLight->lightPosition); |
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[3436] | 226 | } |
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| 227 | |
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| 228 | /** |
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| 229 | \brief sets an emitting Diffuse color for the Light |
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| 230 | \param r red |
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| 231 | \param g green |
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| 232 | \param b blue |
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[3245] | 233 | */ |
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[3436] | 234 | void Light::setDiffuseColor(GLfloat r, GLfloat g, GLfloat b) |
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| 235 | { |
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[3438] | 236 | if (!this->currentLight) |
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| 237 | { |
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| 238 | PRINTF(1)("no Light defined yet\n"); |
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| 239 | return; |
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| 240 | } |
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| 241 | |
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[3437] | 242 | this->currentLight->diffuseColor[0] = r; |
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| 243 | this->currentLight->diffuseColor[1] = g; |
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| 244 | this->currentLight->diffuseColor[2] = b; |
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| 245 | this->currentLight->diffuseColor[3] = 1.0; |
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[3436] | 246 | |
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[3437] | 247 | glLightfv (GL_LIGHT0, GL_DIFFUSE, this->currentLight->diffuseColor); |
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[3436] | 248 | } |
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| 249 | |
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| 250 | |
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| 251 | /** |
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| 252 | \brief sets an emitting Ambient color for the Light |
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| 253 | \param r red |
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| 254 | \param g green |
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| 255 | \param b blue |
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| 256 | */ |
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| 257 | void Light::setSpecularColor(GLfloat r, GLfloat g, GLfloat b) |
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| 258 | { |
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[3438] | 259 | if (!this->currentLight) |
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| 260 | { |
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| 261 | PRINTF(1)("no Light defined yet\n"); |
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| 262 | return; |
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| 263 | } |
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| 264 | |
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[3437] | 265 | this->currentLight->specularColor[0] = r; |
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| 266 | this->currentLight->specularColor[1] = g; |
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| 267 | this->currentLight->specularColor[2] = b; |
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| 268 | this->currentLight->specularColor[3] = 1.0; |
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[3436] | 269 | |
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[3437] | 270 | glLightfv (GL_LIGHT0, GL_SPECULAR, this->currentLight->specularColor); |
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[3436] | 271 | } |
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| 272 | |
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[3440] | 273 | /** |
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[3441] | 274 | \brief Sets the AttenuationType of this Light Source |
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| 275 | \param type the AttenuationType to set |
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| 276 | \param factor the Factor to multipy the attenuation with |
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| 277 | |
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| 278 | this actually just sets the following: glLightf(currentLight, type, factor) |
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| 279 | */ |
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| 280 | void Light::setAttenuation(AttenuationType type, float factor) |
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| 281 | { |
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| 282 | if (!this->currentLight) |
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| 283 | { |
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| 284 | PRINTF(1)("no Light defined yet\n"); |
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| 285 | return; |
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| 286 | } |
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| 287 | this->currentLight->attenuationFactor = factor; |
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| 288 | this->currentLight->attenuationType = type; |
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| 289 | switch (type) |
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| 290 | { |
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| 291 | case CONSTANT: |
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| 292 | glLightf(lightsV[this->currentLight->lightNumber], GL_CONSTANT_ATTENUATION, factor); |
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| 293 | break; |
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| 294 | case LINEAR: |
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| 295 | glLightf(lightsV[this->currentLight->lightNumber], GL_LINEAR_ATTENUATION, factor); |
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| 296 | break; |
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| 297 | case QUADRATIC: |
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| 298 | glLightf(lightsV[this->currentLight->lightNumber], GL_QUADRATIC_ATTENUATION, factor); |
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| 299 | break; |
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| 300 | } |
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| 301 | } |
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| 302 | |
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| 303 | |
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| 304 | /** |
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[3440] | 305 | \brief sets the ambient Color of the Scene |
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| 306 | \param r red |
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| 307 | \param g green |
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| 308 | \param b blue |
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| 309 | */ |
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| 310 | void Light::setAmbientColor(GLfloat r, GLfloat g, GLfloat b) |
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| 311 | { |
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| 312 | this->ambientColor[0] = r; |
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| 313 | this->ambientColor[1] = g; |
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| 314 | this->ambientColor[2] = b; |
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| 315 | this->ambientColor[3] = 1.0; |
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| 316 | |
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| 317 | glLightfv (GL_LIGHT0, GL_AMBIENT, this->ambientColor); |
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| 318 | } |
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| 319 | |
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[3453] | 320 | /** |
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| 321 | \brief stets the direction of the Spot Light. |
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| 322 | \param direction The direction of the Spot Light. |
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| 323 | */ |
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| 324 | void Light::setSpotDirection(Vector direction) |
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| 325 | { |
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| 326 | this->currentLight->spotDirection[0] = direction.x; |
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| 327 | this->currentLight->spotDirection[1] = direction.y; |
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| 328 | this->currentLight->spotDirection[2] = direction.z; |
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| 329 | |
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| 330 | glLightfv(lightsV[this->currentLight->lightNumber], GL_SPOT_DIRECTION, this->currentLight->spotDirection); |
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| 331 | } |
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| 332 | |
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| 333 | |
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| 334 | /** |
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| 335 | \brief sets the cutoff angle of the Light. |
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| 336 | \param cutoff The cutoff angle. |
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| 337 | */ |
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| 338 | void Light::setSpotCutoff(GLfloat cutoff) |
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| 339 | { |
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| 340 | this->currentLight->spotCutoff = cutoff; |
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| 341 | glLightf(lightsV[this->currentLight->lightNumber], GL_SPOT_CUTOFF, cutoff); |
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| 342 | } |
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| 343 | |
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| 344 | |
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[3436] | 345 | // get Attributes |
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| 346 | |
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| 347 | /** |
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| 348 | \returns the Position of the Light |
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| 349 | */ |
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| 350 | Vector Light::getPosition(void) |
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| 351 | { |
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[3438] | 352 | if (!this->currentLight) |
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| 353 | { |
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| 354 | PRINTF(1)("no Light defined yet\n"); |
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| 355 | return Vector(.0, .0, .0); |
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| 356 | } |
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| 357 | else |
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[3444] | 358 | return getPosition(currentLight->lightNumber); |
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[3436] | 359 | } |
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[3442] | 360 | |
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| 361 | |
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[3444] | 362 | |
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| 363 | |
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[3442] | 364 | /** |
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| 365 | \brief outputs debug information about the Class and its lights |
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| 366 | */ |
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| 367 | void Light::debug(void) |
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| 368 | { |
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| 369 | PRINT(0)("=================================\n"); |
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| 370 | PRINT(0)("= DEBUG INFORMATION CLASS LIGHT =\n"); |
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| 371 | PRINT(0)("=================================\n"); |
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| 372 | PRINT(0)("Reference: %p\n", Light::singletonRef); |
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| 373 | if (this->currentLight) |
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| 374 | PRINT(0)("current Light Nr: %d\n", this->currentLight->lightNumber); |
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| 375 | PRINT(0)("Ambient Color: %f:%f:%f\n", this->ambientColor[0], this->ambientColor[0], this->ambientColor[0]); |
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| 376 | PRINT(0)("=== Lights ===\n"); |
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| 377 | for (int i = 0; i < NUMBEROFLIGHTS; i++) |
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| 378 | if (this->lights[i]) |
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| 379 | { |
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| 380 | PRINT(0)(":: %d :: -- reference %p\n", i, lights[i]); |
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[3443] | 381 | PRINT(0)(" GL-state: "); |
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| 382 | GLboolean param; |
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| 383 | glGetBooleanv(lightsV[i], ¶m); |
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| 384 | if (param) |
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| 385 | PRINT(0)("ON\n"); |
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| 386 | else |
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| 387 | PRINT(0)("OFF\n"); |
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| 388 | |
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[3442] | 389 | if (i != lights[i]->lightNumber) |
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| 390 | PRINTF(1)(" Lights are out of sync, this really should not happen,\n %d % should be equal.\n", i, lights[i]->lightNumber); |
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| 391 | PRINT(0)(" Position: %f/%f/%f\n", lights[i]->lightPosition[0], lights[i]->lightPosition[1], lights[i]->lightPosition[2]); |
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| 392 | PRINT(0)(" DiffuseColor: %f/%f/%f\n", lights[i]->diffuseColor[0], lights[i]->diffuseColor[1], lights[i]->diffuseColor[2]); |
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| 393 | PRINT(0)(" SpecularColor: %f/%f/%f\n", lights[i]->specularColor[0], lights[i]->specularColor[1], lights[i]->specularColor[2]); |
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| 394 | PRINT(0)(" Attenuation: "); |
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| 395 | switch (lights[i]->attenuationType) |
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| 396 | { |
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| 397 | case CONSTANT: |
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| 398 | PRINT(0)("constant"); |
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| 399 | case LINEAR: |
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| 400 | PRINT(0)("linear"); |
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| 401 | break; |
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| 402 | case QUADRATIC: |
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| 403 | PRINT(0)("quadratic"); |
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| 404 | break; |
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| 405 | } |
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| 406 | PRINT(0)(" with Factor %f\n", lights[i]->attenuationFactor); |
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| 407 | } |
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| 408 | PRINT(0)("--------------------------------\n"); |
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| 409 | } |
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