| 1 | /*! | 
|---|
| 2 | * @file light.h | 
|---|
| 3 | *  Handles Lights. | 
|---|
| 4 |  | 
|---|
| 5 | A Light is one of the more important things in a 3D-environment, | 
|---|
| 6 | without it one sees nothing :) | 
|---|
| 7 | It is here for diffuse-, specular- and Bump-Mappings. | 
|---|
| 8 | */ | 
|---|
| 9 |  | 
|---|
| 10 | #ifndef _LIGHT_H | 
|---|
| 11 | #define _LIGHT_H | 
|---|
| 12 |  | 
|---|
| 13 | #include "p_node.h" | 
|---|
| 14 | #include "glincl.h" | 
|---|
| 15 |  | 
|---|
| 16 | //! The maximum number of Lights this OpenGL-implementation supports. | 
|---|
| 17 | #define NUMBEROFLIGHTS GL_MAX_LIGHTS | 
|---|
| 18 |  | 
|---|
| 19 |  | 
|---|
| 20 | // FORWARD DECLARATIONS // | 
|---|
| 21 | class Vector; | 
|---|
| 22 | class TiXmlElement; | 
|---|
| 23 |  | 
|---|
| 24 | //! A class that handles Lights. The LightManager operates on this. | 
|---|
| 25 | class Light : public PNode | 
|---|
| 26 | { | 
|---|
| 27 | public: | 
|---|
| 28 | Light(const TiXmlElement* root = NULL); | 
|---|
| 29 | virtual ~Light(); | 
|---|
| 30 |  | 
|---|
| 31 | void loadParams(const TiXmlElement* root); | 
|---|
| 32 |  | 
|---|
| 33 | void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); | 
|---|
| 34 | void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); | 
|---|
| 35 | void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); | 
|---|
| 36 | void setSpotDirection(const Vector& direction); | 
|---|
| 37 | void setSpotDirection(float x, float y, float z) { setSpotDirection(Vector(x,y,z)); }; | 
|---|
| 38 | void setSpotCutoff(GLfloat cutoff); | 
|---|
| 39 |  | 
|---|
| 40 | /** @returns the lightNumber*/ | 
|---|
| 41 | int getLightNumber() const {return this->lightNumber;} | 
|---|
| 42 |  | 
|---|
| 43 | virtual void draw() const; | 
|---|
| 44 |  | 
|---|
| 45 | void debug() const; | 
|---|
| 46 |  | 
|---|
| 47 | // attributes | 
|---|
| 48 | private: | 
|---|
| 49 | int              lightNumber;               //!< The number of this Light. | 
|---|
| 50 | GLfloat          diffuseColor[4];           //!< The Diffuse Color this Light emmits. | 
|---|
| 51 | GLfloat          specularColor[4];          //!< The specular Color of this Light. | 
|---|
| 52 | float            constantAttenuation;       //!< The Factor of the the Constant Attenuation. | 
|---|
| 53 | float            linearAttenuation;         //!< The Factor of the the Linear Attenuation. | 
|---|
| 54 | float            quadraticAttenuation;      //!< The Factor of the the Quadratic Attenuation. | 
|---|
| 55 | GLfloat          spotDirection[4];          //!< The direction of the Spot Light. | 
|---|
| 56 | GLfloat          spotCutoff;                //!< The cutoff Angle of the Light Source | 
|---|
| 57 | }; | 
|---|
| 58 |  | 
|---|
| 59 |  | 
|---|
| 60 |  | 
|---|
| 61 | //! A class that handles Lights | 
|---|
| 62 | /** | 
|---|
| 63 | A Light is a source that emits light rays (photons) | 
|---|
| 64 |  | 
|---|
| 65 | <b>Usage:</b>\n | 
|---|
| 66 | First you have to get the Light Manager up and running by using LightManager::getInstance(). | 
|---|
| 67 | This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n | 
|---|
| 68 | Then you will create a new light using: | 
|---|
| 69 | \li new Light(); | 
|---|
| 70 |  | 
|---|
| 71 | if you want to operate on this Light just apply the following functions onto it. | 
|---|
| 72 | (You can also optain the Light-pointer with LightManager::getInstance()->getLight(lightNumber)) | 
|---|
| 73 |  | 
|---|
| 74 | now you can operate on the light as follows: | 
|---|
| 75 | \li void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); | 
|---|
| 76 | \li void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); | 
|---|
| 77 | \li void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); | 
|---|
| 78 | \li void setSpotDirection(Vector direction); | 
|---|
| 79 | \li void setSpotCutoff(GLfloat cutoff); | 
|---|
| 80 | \li all PNode stuff also works | 
|---|
| 81 |  | 
|---|
| 82 | To redraw the light use | 
|---|
| 83 | \li void draw() const; (this is automatically done by the LightManager) | 
|---|
| 84 |  | 
|---|
| 85 | for some nice output just use: | 
|---|
| 86 | \li void debug() const; (either on LightManager for a resume or on any Light for single information.) | 
|---|
| 87 | */ | 
|---|
| 88 | class LightManager : public BaseObject | 
|---|
| 89 | { | 
|---|
| 90 | friend class Light; | 
|---|
| 91 |  | 
|---|
| 92 | public: | 
|---|
| 93 | virtual ~LightManager(); | 
|---|
| 94 | /** @returns a Pointer to the only object of this Class */ | 
|---|
| 95 | inline static LightManager* getInstance() { if (!singletonRef) singletonRef = new LightManager();  return singletonRef; }; | 
|---|
| 96 |  | 
|---|
| 97 | void loadParams(const TiXmlElement* root); | 
|---|
| 98 | void loadLights(const TiXmlElement* root); | 
|---|
| 99 |  | 
|---|
| 100 | void setAmbientColor(GLfloat r, GLfloat g, GLfloat b); | 
|---|
| 101 |  | 
|---|
| 102 | Light* getLight(int lightNumber) const; | 
|---|
| 103 | inline Light* getLight() const { return this->currentLight; }; | 
|---|
| 104 |  | 
|---|
| 105 | void draw() const; | 
|---|
| 106 |  | 
|---|
| 107 | void debug() const; | 
|---|
| 108 |  | 
|---|
| 109 | private: | 
|---|
| 110 | LightManager(); | 
|---|
| 111 |  | 
|---|
| 112 | int  registerLight(Light* light); | 
|---|
| 113 | void unregisterLight(Light* light); | 
|---|
| 114 |  | 
|---|
| 115 | private: | 
|---|
| 116 | static LightManager*    singletonRef;       //!< This is the LightHandlers Reference. | 
|---|
| 117 | GLfloat                 ambientColor[4];    //!< The ambient Color of the scene. | 
|---|
| 118 |  | 
|---|
| 119 | Light**                 lights;             //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues. | 
|---|
| 120 | Light*                  currentLight;       //!< The current Light, we are working with. | 
|---|
| 121 |  | 
|---|
| 122 | }; | 
|---|
| 123 |  | 
|---|
| 124 | #endif /* _LIGHT_H */ | 
|---|