1 | /*! |
---|
2 | * @file light.h |
---|
3 | * Handles Lights. |
---|
4 | |
---|
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. |
---|
8 | */ |
---|
9 | |
---|
10 | #ifndef _LIGHT_H |
---|
11 | #define _LIGHT_H |
---|
12 | |
---|
13 | #include "p_node.h" |
---|
14 | #include "glincl.h" |
---|
15 | |
---|
16 | //! The maximum number of Lights this OpenGL-implementation supports. |
---|
17 | #define NUMBEROFLIGHTS GL_MAX_LIGHTS |
---|
18 | |
---|
19 | |
---|
20 | // FORWARD DECLARATIONS // |
---|
21 | class Vector; |
---|
22 | class TiXmlElement; |
---|
23 | |
---|
24 | //! A class that handles Lights. The LightManager operates on this. |
---|
25 | class Light : public PNode |
---|
26 | { |
---|
27 | public: |
---|
28 | Light(const TiXmlElement* root = NULL); |
---|
29 | virtual ~Light(); |
---|
30 | |
---|
31 | void loadParams(const TiXmlElement* root); |
---|
32 | |
---|
33 | void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
---|
34 | void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
---|
35 | void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); |
---|
36 | void setSpotDirection(const Vector& direction); |
---|
37 | void setSpotDirection(float x, float y, float z) { setSpotDirection(Vector(x,y,z)); }; |
---|
38 | void setSpotCutoff(GLfloat cutoff); |
---|
39 | |
---|
40 | /** @returns the lightNumber*/ |
---|
41 | int getLightNumber() const {return this->lightNumber;} |
---|
42 | |
---|
43 | virtual void draw() const; |
---|
44 | |
---|
45 | void debug() const; |
---|
46 | |
---|
47 | // attributes |
---|
48 | private: |
---|
49 | int lightNumber; //!< The number of this Light. |
---|
50 | GLfloat diffuseColor[4]; //!< The Diffuse Color this Light emmits. |
---|
51 | GLfloat specularColor[4]; //!< The specular Color of this Light. |
---|
52 | float constantAttenuation; //!< The Factor of the the Constant Attenuation. |
---|
53 | float linearAttenuation; //!< The Factor of the the Linear Attenuation. |
---|
54 | float quadraticAttenuation; //!< The Factor of the the Quadratic Attenuation. |
---|
55 | GLfloat spotDirection[4]; //!< The direction of the Spot Light. |
---|
56 | GLfloat spotCutoff; //!< The cutoff Angle of the Light Source |
---|
57 | }; |
---|
58 | |
---|
59 | |
---|
60 | |
---|
61 | //! A class that handles Lights |
---|
62 | /** |
---|
63 | A Light is a source that emits light rays (photons) |
---|
64 | |
---|
65 | <b>Usage:</b>\n |
---|
66 | First you have to get the Light Manager up and running by using LightManager::getInstance(). |
---|
67 | This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n |
---|
68 | Then you will create a new light using: |
---|
69 | \li new Light(); |
---|
70 | |
---|
71 | if you want to operate on this Light just apply the following functions onto it. |
---|
72 | (You can also optain the Light-pointer with LightManager::getInstance()->getLight(lightNumber)) |
---|
73 | |
---|
74 | now you can operate on the light as follows: |
---|
75 | \li void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); |
---|
76 | \li void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); |
---|
77 | \li void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); |
---|
78 | \li void setSpotDirection(Vector direction); |
---|
79 | \li void setSpotCutoff(GLfloat cutoff); |
---|
80 | \li all PNode stuff also works |
---|
81 | |
---|
82 | To redraw the light use |
---|
83 | \li void draw() const; (this is automatically done by the LightManager) |
---|
84 | |
---|
85 | for some nice output just use: |
---|
86 | \li void debug() const; (either on LightManager for a resume or on any Light for single information.) |
---|
87 | */ |
---|
88 | class LightManager : public BaseObject |
---|
89 | { |
---|
90 | friend class Light; |
---|
91 | |
---|
92 | public: |
---|
93 | virtual ~LightManager(); |
---|
94 | /** @returns a Pointer to the only object of this Class */ |
---|
95 | inline static LightManager* getInstance() { if (!singletonRef) singletonRef = new LightManager(); return singletonRef; }; |
---|
96 | |
---|
97 | void loadParams(const TiXmlElement* root); |
---|
98 | void loadLights(const TiXmlElement* root); |
---|
99 | |
---|
100 | void setAmbientColor(GLfloat r, GLfloat g, GLfloat b); |
---|
101 | |
---|
102 | Light* getLight(int lightNumber) const; |
---|
103 | inline Light* getLight() const { return this->currentLight; }; |
---|
104 | |
---|
105 | void draw() const; |
---|
106 | |
---|
107 | void debug() const; |
---|
108 | |
---|
109 | private: |
---|
110 | LightManager(); |
---|
111 | |
---|
112 | int registerLight(Light* light); |
---|
113 | void unregisterLight(Light* light); |
---|
114 | |
---|
115 | private: |
---|
116 | static LightManager* singletonRef; //!< This is the LightHandlers Reference. |
---|
117 | GLfloat ambientColor[4]; //!< The ambient Color of the scene. |
---|
118 | |
---|
119 | Light** lights; //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues. |
---|
120 | Light* currentLight; //!< The current Light, we are working with. |
---|
121 | |
---|
122 | }; |
---|
123 | |
---|
124 | #endif /* _LIGHT_H */ |
---|