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source: orxonox.OLD/orxonox/trunk/src/light.h @ 3452

Last change on this file since 3452 was 3446, checked in by bensch, 20 years ago

orxonox/trunk: light Comments/cleanup→ next step perfection :)

File size: 2.7 KB
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[3245]1/*!
[3436]2    \file light.h
3    \brief Handles Lights.
[3329]4
[3436]5    A Light is one of the more important things in a 3D-environment,
6    without it one sees nothing :)
7    It is here for diffuse-, specular- and Bump-Mappings.
[3245]8*/
[1853]9
[3436]10#ifndef _LIGHT_H
11#define _LIGHT_H
[1853]12
[3436]13#include "world_entity.h"
14#include "glincl.h"
[1853]15
[3446]16//! The maximum number of Lights this OpenGL-implementation supports
[3437]17#define NUMBEROFLIGHTS GL_MAX_LIGHTS
18
[3446]19//! Enumerator for the attenuation-Type.
20/**
21   CONSTANT means GL_CONSTANT_ATTENUATION
22   LINEAR means   GL_LINEAR_ATTENUATION
23   QUADRATIC means GL_QUADRATIC_ATTENUATION
24*/
[3441]25enum AttenuationType {CONSTANT, LINEAR, QUADRATIC};
26
[3436]27// FORWARD DEFINITIONS //
28class Vector;
[2036]29
[3436]30//! A class that handles Lights
[3329]31/**
[3436]32   A Light is a source that emits light rays (photons)
[3329]33*/
[3437]34class Light : public WorldEntity
[3436]35{
[3437]36 private:
37  //! A struct that holds information about a Light
38  struct LightValue
39  {
40    int lightNumber;            //!< The number of this Light.
41    GLfloat lightPosition[4];   //!< The Position of this Light.
42    GLfloat diffuseColor[4];    //!< The Diffuse Color this Light emmits.
43    GLfloat specularColor[4];   //!< The specular Color of this Light.
[3441]44    AttenuationType attenuationType;//!< The AttenuationType of this Light.
45    float attenuationFactor;    //!< the Factor the attenuation should have.
[3437]46  };
47
48  static Light* singletonRef;    //!< This is the LightHandlers Reference.
[3440]49  GLfloat ambientColor[4];       //!< The ambient Color of the scene.
50
51
[3437]52  Light(void);
53
54  void init(int LightNumber); 
[3446]55  LightValue** lights;           //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues.
56  LightValue* currentLight;      //!< The current Light, we are working with.
[3436]57 
[1904]58 public:
[3437]59  static Light* getInstance();
[3436]60  ~Light(void);
[1853]61
[3436]62  // set Attributes
[3437]63  int addLight(void);
64  int addLight(int lightNumber);
65  void editLightNumber(int lightNumber);
66  void deleteLight(void);
67  void deleteLight(int lightNumber);
68
[3436]69  void setPosition(Vector position);
[3437]70  void setPosition(GLfloat x, GLfloat y, GLfloat z);
[3436]71  void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b);
72  void setSpecularColor(GLfloat r, GLfloat g, GLfloat b);
[3441]73  void setAttenuation(AttenuationType type, float factor);
[3440]74  void setAmbientColor(GLfloat r, GLfloat g, GLfloat b);
[3436]75  // get Attributes
76  Vector getPosition(void);
[3446]77  /**
78     \returns the Position of Light
79     \param lightNumber lightnumber
80  */
[3444]81  inline Vector getPosition(int lightNumber)
82    {
83      if (!this->lights[lightNumber])
84        return Vector(.0,.0,.0);
85      return Vector(this->lights[lightNumber]->lightPosition[0],
86                    this->lights[lightNumber]->lightPosition[1],
87                    this->lights[lightNumber]->lightPosition[2]);
88    }
[3442]89
90  void debug(void);
[1853]91};
92
[3436]93#endif /* _LIGHT_H */
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