[4734] | 1 | /*! |
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[8255] | 2 | * @file light.h |
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| 3 | * Handles Lights. |
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[3329] | 4 | |
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[8255] | 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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[5405] | 20 | // FORWARD DECLARATIONS // |
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[3436] | 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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[9869] | 27 | ObjectListDeclaration(Light); |
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| 28 | public: |
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| 29 | Light(const TiXmlElement* root = NULL); |
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| 30 | virtual ~Light(); |
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| 31 | |
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| 32 | virtual void loadParams(const TiXmlElement* root); |
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| 33 | |
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| 34 | void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
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| 35 | void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
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| 36 | void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); |
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| 37 | void setSpotDirection(const Vector& direction); |
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| 38 | void setSpotDirection(float x, float y, float z) { setSpotDirection(Vector(x,y,z)); }; |
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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() const {return this->lightNumber;} |
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| 43 | |
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| 44 | virtual void draw() const; |
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| 45 | |
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| 46 | void debug() 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 diffuseColor[4]; //!< The Diffuse Color this Light emmits. |
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| 52 | GLfloat specularColor[4]; //!< The specular Color of this Light. |
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| 53 | float constantAttenuation; //!< The Factor of the the Constant Attenuation. |
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| 54 | float linearAttenuation; //!< The Factor of the the Linear Attenuation. |
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| 55 | float quadraticAttenuation; //!< The Factor of the the Quadratic Attenuation. |
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| 56 | GLfloat spotDirection[4]; //!< The direction of the Spot Light. |
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| 57 | GLfloat spotCutoff; //!< The cutoff Angle of the Light Source |
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[3597] | 58 | }; |
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[9869] | 59 | |
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| 60 | |
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| 61 | |
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[3436] | 62 | //! A class that handles Lights |
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[3329] | 63 | /** |
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[8255] | 64 | A Light is a source that emits light rays (photons) |
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[3600] | 65 | |
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[8255] | 66 | <b>Usage:</b>\n |
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| 67 | First you have to get the Light Manager up and running by using LightManager::getInstance(). |
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| 68 | This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n |
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| 69 | Then you will create a new light using: |
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| 70 | \li new Light(); |
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[3600] | 71 | |
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[8255] | 72 | if you want to operate on this Light just apply the following functions onto it. |
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| 73 | (You can also optain the Light-pointer with LightManager::getInstance()->getLight(lightNumber)) |
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[4738] | 74 | |
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[8255] | 75 | now you can operate on the light as follows: |
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| 76 | \li void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
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| 77 | \li void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
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| 78 | \li void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); |
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| 79 | \li void setSpotDirection(Vector direction); |
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| 80 | \li void setSpotCutoff(GLfloat cutoff); |
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| 81 | \li all PNode stuff also works |
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[3600] | 82 | |
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[8255] | 83 | To redraw the light use |
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| 84 | \li void draw() const; (this is automatically done by the LightManager) |
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[4734] | 85 | |
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[8255] | 86 | for some nice output just use: |
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| 87 | \li void debug() const; (either on LightManager for a resume or on any Light for single information.) |
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[3329] | 88 | */ |
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[3597] | 89 | class LightManager : public BaseObject |
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[9869] | 90 | { |
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| 91 | ObjectListDeclaration(LightManager); |
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[3440] | 92 | |
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[9869] | 93 | friend class Light; |
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| 94 | public: |
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| 95 | virtual ~LightManager(); |
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| 96 | /** @returns a Pointer to the only object of this Class */ |
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| 97 | inline static LightManager* getInstance() { if (!singletonRef) singletonRef = new LightManager(); return singletonRef; }; |
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[1853] | 98 | |
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[9869] | 99 | virtual void loadParams(const TiXmlElement* root); |
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| 100 | void loadLights(const TiXmlElement* root); |
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[4734] | 101 | |
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[9869] | 102 | void setAmbientColor(GLfloat r, GLfloat g, GLfloat b); |
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| 103 | // HACK: Assuming r = g = b values |
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[10618] | 104 | // SOLVED: nobody uses it anyway |
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| 105 | // inline GLfloat getAmbientColor() { return this->ambientColor[0]; } |
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[3597] | 106 | |
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[9869] | 107 | Light* getLight(int lightNumber) const; |
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| 108 | inline Light* getLight() const { return this->currentLight; }; |
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[3598] | 109 | |
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[9869] | 110 | void draw() const; |
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[3453] | 111 | |
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[9869] | 112 | void debug() const; |
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[4469] | 113 | |
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[9869] | 114 | private: |
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| 115 | LightManager(); |
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[4469] | 116 | |
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[9869] | 117 | int registerLight(Light* light); |
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| 118 | void unregisterLight(Light* light); |
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[4734] | 119 | |
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[9869] | 120 | private: |
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| 121 | static LightManager* singletonRef; //!< This is the LightHandlers Reference. |
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| 122 | GLfloat ambientColor[4]; //!< The ambient Color of the scene. |
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[4469] | 123 | |
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[9869] | 124 | Light** lights; //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues. |
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| 125 | Light* currentLight; //!< The current Light, we are working with. |
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[4734] | 126 | |
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[1853] | 127 | }; |
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| 128 | |
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[3436] | 129 | #endif /* _LIGHT_H */ |
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