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

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