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.
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@@ -3,13 +3,8 @@
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using namespace osg;
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int Light::_currentLightNum = -1;
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Light::Light( void )
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{
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_lightnum = ++_currentLightNum;
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_on = 1;
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init();
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// notify(DEBUG) << "_ambient "<<_ambient<<std::endl;
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@@ -32,6 +27,7 @@ Light::~Light( void )
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void Light::init( void )
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{
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_lightnum = 0;
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_ambient.set(0.05f,0.05f,0.05f,1.0f);
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_diffuse.set(0.8f,0.8f,0.8f,1.0f);
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_specular.set(0.05f,0.05f,0.05f,1.0f);
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@@ -61,21 +57,14 @@ void Light::captureLightState()
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void Light::apply(State&) const
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{
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if( _on )
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{
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// note state should probably be handling the glEnable...
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glEnable ( (GLenum)((int)GL_LIGHT0 + _lightnum) );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_AMBIENT, _ambient.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_DIFFUSE, _diffuse.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPECULAR, _specular.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_POSITION, _position.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_DIRECTION, _direction.ptr() );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_EXPONENT, _spot_exponent );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_CUTOFF, _spot_cutoff );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_CONSTANT_ATTENUATION, _constant_attenuation );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_LINEAR_ATTENUATION, _linear_attenuation );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_QUADRATIC_ATTENUATION, _quadratic_attenuation );
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}
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else
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glDisable( (GLenum)((int)GL_LIGHT0 + _lightnum) );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_AMBIENT, _ambient.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_DIFFUSE, _diffuse.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPECULAR, _specular.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_POSITION, _position.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_DIRECTION, _direction.ptr() );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_EXPONENT, _spot_exponent );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_SPOT_CUTOFF, _spot_cutoff );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_CONSTANT_ATTENUATION, _constant_attenuation );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_LINEAR_ATTENUATION, _linear_attenuation );
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glLightf ( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_QUADRATIC_ATTENUATION, _quadratic_attenuation );
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}
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