Fixed the osg::Light so that it requires the user to explicitly define which

OpenGL light is being operated on, and also now relies upong the standard
osg::State handling of OpenGL modes to switch on the appropriate lights.

The previous static counter mechansim for the light number was causing a
redundent light to be created when the osg plugin created the first osg::Light
to use a prototype for other osg::Light's to be cloned from in the
.osg plugin execution.

The static count mechanism also prevent the lights modes being controlled
independantly from the setting of the light paramters themselves.  This
meant that a light once created was global, and couldn't be turned off
locally via the OSG's support for OpenGL mode enabling/disabling.  This
has been overcome with the new implementation, the user has complete
flexiblity of when and where to use the different lights at their
disposal.
This commit is contained in:
Robert Osfield
2001-12-24 21:34:40 +00:00
parent a6d329b812
commit 98c8447ae9
5 changed files with 43 additions and 41 deletions

View File

@@ -30,7 +30,6 @@ class SG_EXPORT Light : public StateAttribute
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_lightnum)
COMPARE_StateAttribute_Parameter(_on)
COMPARE_StateAttribute_Parameter(_ambient)
COMPARE_StateAttribute_Parameter(_diffuse)
COMPARE_StateAttribute_Parameter(_specular)
@@ -45,20 +44,16 @@ class SG_EXPORT Light : public StateAttribute
return 0; // passed all the above comparison macro's, must be equal.
}
/**
* Turn the light on.
* Calling this method doesn't directly affect OpenGL's lighting mode.
*/
inline void on() { _on = true; }
virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
{
ds.setMode(GL_LIGHT0+_lightnum,value);
}
/**
* Turn the light off.
* Calling this method doesn't directly affect OpenGL's lighting mode.
*/
inline void off() { _on = false; }
/** Apply the light's state to the OpenGL state machine. */
virtual void apply(State& state) const;
/** Set which OpenGL light to operate on.*/
void setLightNum(const int num) { _lightnum = num; }
/** Get which OpenGL light this osg::Light operates on.*/
const int getLightNum() const { return _lightnum; }
/** Set the ambient component of the light. */
inline void setAmbient( const Vec4& ambient ) { _ambient = ambient; }
@@ -126,6 +121,9 @@ class SG_EXPORT Light : public StateAttribute
*/
void captureLightState();
/** Apply the light's state to the OpenGL state machine. */
virtual void apply(State& state) const;
protected :
virtual ~Light();
@@ -134,7 +132,7 @@ class SG_EXPORT Light : public StateAttribute
void init();
int _lightnum; // OpenGL light number
bool _on; // on/off state
Vec4 _ambient; // r, g, b, w
Vec4 _diffuse; // r, g, b, w
Vec4 _specular; // r, g, b, w
@@ -145,8 +143,6 @@ class SG_EXPORT Light : public StateAttribute
float _quadratic_attenuation; // quadratic
float _spot_exponent; // exponent
float _spot_cutoff; // spread
static int _currentLightNum; // current max. OpenGL light number
};
};