#ifndef OSG_LIGHT #define OSG_LIGHT 1 #include #include #include #include namespace osg { /** Light state class which encapsulates OpenGL glLight() functionality.*/ class SG_EXPORT Light : public StateAttribute { public : Light(); /** return a shallow copy of a node, with Object* return type.*/ virtual Object* clone() const { return new Light(); } /** return true if this and obj are of the same kind of object.*/ virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast(obj)!=NULL; } /** return the name of the node's class type.*/ virtual const char* className() const { return "Light"; } virtual const Type getType() const { return LIGHTING; } virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const { ds.setMode((GLMode)(GL_LIGHT0+_lightnum),value); } /** * Turn the light on. * Calling this method doesn't directly affect OpenGL's lighting mode. */ inline void on() { _on = true; } /** * 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 the ambient component of the light. */ inline void setAmbient( const Vec4& ambient ) { _ambient = ambient; } /** Get the ambient component of the light. */ inline const Vec4& getAmbient() const { return _ambient; } /** Set the diffuse component of the light. */ inline void setDiffuse( const Vec4& diffuse ) { _diffuse = diffuse; } /** Get the diffuse component of the light. */ inline const Vec4& getDiffuse() const { return _diffuse; } /** Set the specular component of the light. */ inline void setSpecular( const Vec4& specular ) { _specular = specular; } /** Get the specular component of the light. */ inline const Vec4& getSpecular() const { return _specular; } /** Set the position of the light. */ inline void setPosition( const Vec4& position ) { _position = position; } /** Get the position of the light. */ inline const Vec4& getPosition() const { return _position; } /** Set the direction of the light. */ inline void setDirection( const Vec3& direction ) { _direction = direction; } /** Get the direction of the light. */ inline const Vec3& getDirection() const { return _direction; } /** Set the constant attenuation of the light. */ inline void setConstantAttenuation( const float constant_attenuation ) { _constant_attenuation = constant_attenuation; } /** Get the constant attenuation of the light. */ inline const float getConstantAttenuation() const { return _constant_attenuation; } /** Set the linear attenuation of the light. */ inline void setLinearAttenuation ( const float linear_attenuation ) { _linear_attenuation = linear_attenuation; } /** Get the linear attenuation of the light. */ inline const float getLinearAttenuation () const { return _linear_attenuation; } /** Set the quadratic attenuation of the light. */ inline void setQuadraticAttenuation ( const float quadratic_attenuation ) { _quadratic_attenuation = quadratic_attenuation; } /** Get the quadratic attenuation of the light. */ inline const float getQuadraticAttenuation() const { return _quadratic_attenuation; } /** Set the spot exponent of the light. */ inline void setSpotExponent( const float spot_exponent ) { _spot_exponent = spot_exponent; } /** Get the spot exponent of the light. */ inline const float getSpotExponent() const { return _spot_exponent; } /** Set the spot cutoff of the light. */ inline void setSpotCutoff( const float spot_cutoff ) { _spot_cutoff = spot_cutoff; } /** Get the spot cutoff of the light. */ inline const float getSpotCutoff() const { return _spot_cutoff; } /** * Capture the lighting settings of the current OpenGL state * and store them in this object. */ void captureLightState(); protected : virtual ~Light(); /** Initialize the light's settings with some decent defaults. */ 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 Vec4 _position; // x, y, z, w Vec3 _direction; // x, y, z float _constant_attenuation; // constant float _linear_attenuation; // linear float _quadratic_attenuation; // quadratic float _spot_exponent; // exponent float _spot_cutoff; // spread static int _currentLightNum; // current max. OpenGL light number }; }; #endif