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 "world_entity.h" |
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14 | #include "glincl.h" |
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15 | |
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16 | #define NUMBEROFLIGHTS GL_MAX_LIGHTS |
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17 | |
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18 | // FORWARD DEFINITIONS // |
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19 | class Vector; |
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20 | |
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21 | //! A class that handles Lights |
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22 | /** |
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23 | A Light is a source that emits light rays (photons) |
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24 | */ |
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25 | class Light : public WorldEntity |
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26 | { |
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27 | private: |
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28 | //! A struct that holds information about a Light |
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29 | struct LightValue |
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30 | { |
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31 | int lightNumber; //!< The number of this Light. |
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32 | GLfloat lightPosition[4]; //!< The Position of this Light. |
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33 | GLfloat lmodelAmbient[4]; //!< The general Ambient Color. |
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34 | GLfloat diffuseColor[4]; //!< The Diffuse Color this Light emmits. |
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35 | GLfloat specularColor[4]; //!< The specular Color of this Light. |
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36 | |
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37 | LightValue* next; |
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38 | }; |
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39 | |
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40 | static Light* singletonRef; //!< This is the LightHandlers Reference. |
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41 | Light(void); |
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42 | |
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43 | void init(int LightNumber); |
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44 | LightValue** lights; |
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45 | LightValue* currentLight; |
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46 | |
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47 | public: |
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48 | static Light* getInstance(); |
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49 | ~Light(void); |
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50 | |
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51 | // set Attributes |
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52 | int addLight(void); |
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53 | int addLight(int lightNumber); |
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54 | void editLightNumber(int lightNumber); |
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55 | void deleteLight(void); |
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56 | void deleteLight(int lightNumber); |
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57 | |
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58 | void setPosition(Vector position); |
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59 | void setPosition(GLfloat x, GLfloat y, GLfloat z); |
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60 | void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
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61 | void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
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62 | // get Attributes |
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63 | Vector getPosition(void); |
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64 | }; |
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65 | |
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66 | #endif /* _LIGHT_H */ |
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