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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@@ -44,6 +44,7 @@ public:
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opacity=1; specular=0; specexp=0; fname="";TextureWidth=1; TextureHeight=1;
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ctx=NULL; tx=NULL; id=0; dstate=NULL;colour[0]=colour[1]=colour[2]=colour[3]=1;
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bright=halfIn=halfOut=falloff=0;atyp=NONE;
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_lightnum=0;
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}
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~dwmaterial() { }
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void settexture() {
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@@ -135,14 +136,15 @@ public:
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fname= (buff+13);
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fname+= ".tga";
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}
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LightSource *makeLight(const Vec4 pos) {
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LightSource *makeLight(const Vec4 pos)
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{
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Light *lt= new Light;
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Vec4 cdef;
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cdef[0]=cdef[1]=cdef[2]=0.0f; cdef[3]=0.0f;
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lt->setLightNum(_lightnum++);
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lt->setSpecular(colour*bright/2.0f);
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lt->setDiffuse(colour*bright/4.0f);
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lt->setAmbient(cdef);
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lt->on();
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if (atyp==NONE) ;
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else if (atyp==INVERSE_DIST) {
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lt->setLinearAttenuation(1.0f);
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@@ -174,6 +176,7 @@ private:
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float bright,halfIn,halfOut,falloff; // light brightness
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Image *ctx;
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Texture *tx;
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int _lightnum;
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StateSet *dstate; // used to represent the dw material in OSG
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};
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// structure to use as data for tesselation
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@@ -32,6 +32,16 @@ bool Light_readLocalData(Object& obj, Input& fr)
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Light& light = static_cast<Light&>(obj);
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if (fr[0].matchWord("light_num"))
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{
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int lightnum=0;
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if (fr[1].getInt(lightnum))
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{
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light.setLightNum(lightnum);
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fr += 2;
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iteratorAdvanced = true;
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}
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}
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#define ReadVec4(A,B) { \
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if (fr[0].matchWord(B) && \
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@@ -96,6 +106,8 @@ bool Light_writeLocalData(const Object& obj,Output& fw)
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{
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const Light& light = static_cast<const Light&>(obj);
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fw.indent() << "light_num " << light.getLightNum() << std::endl;
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// Vec4's
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fw.indent() << "ambient " << light.getAmbient() << std::endl;
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fw.indent() << "diffuse " << light.getDiffuse() << std::endl;
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