| [3245] | 1 | /*!  | 
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| [3436] | 2 |     \file light.h | 
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 | 3 |     \brief Handles Lights. | 
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| [3329] | 4 |  | 
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| [3436] | 5 |     A Light is one of the more important things in a 3D-environment, | 
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 | 6 |     without it one sees nothing :) | 
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 | 7 |     It is here for diffuse-, specular- and Bump-Mappings. | 
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| [3245] | 8 | */ | 
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| [1853] | 9 |  | 
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| [3436] | 10 | #ifndef _LIGHT_H | 
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 | 11 | #define _LIGHT_H | 
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| [1853] | 12 |  | 
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| [3436] | 13 | #include "world_entity.h" | 
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 | 14 | #include "glincl.h" | 
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| [1853] | 15 |  | 
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| [3598] | 16 | //! The maximum number of Lights this OpenGL-implementation supports. | 
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| [3437] | 17 | #define NUMBEROFLIGHTS GL_MAX_LIGHTS | 
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 | 18 |  | 
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| [3436] | 19 | // FORWARD DEFINITIONS // | 
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 | 20 | class Vector; | 
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| [2036] | 21 |  | 
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| [3598] | 22 | //! A class that handles Lights. The LightManager operates on this. | 
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| [3597] | 23 | class Light : public WorldEntity | 
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 | 24 | { | 
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 | 25 |  public: | 
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 | 26 |   Light(int lightNumber); | 
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| [3598] | 27 |   virtual ~Light(void); | 
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| [3597] | 28 |  | 
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 | 29 |   void setPosition(Vector position); | 
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 | 30 |   void setPosition(GLfloat x, GLfloat y, GLfloat z); | 
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 | 31 |   void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); | 
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 | 32 |   void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); | 
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 | 33 |   void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); | 
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 | 34 |   void setSpotDirection(Vector direction); | 
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 | 35 |   void setSpotCutoff(GLfloat cutoff); | 
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 | 36 |  | 
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| [3600] | 37 |   Vector getPosition() const; | 
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| [3598] | 38 |   /** \returns the lightNumber*/ | 
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| [3600] | 39 |   int getLightNumber(void) const {return this->lightNumber;} | 
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| [3598] | 40 |    | 
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| [3597] | 41 |   virtual void draw(); | 
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 | 42 |  | 
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| [3600] | 43 |   void debug(void) const; | 
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| [3598] | 44 |  | 
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| [3597] | 45 |   // attributes | 
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| [3598] | 46 |  private: | 
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| [3597] | 47 |   int lightNumber;            //!< The number of this Light. | 
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 | 48 |   GLfloat lightPosition[4];   //!< The Position of this Light. | 
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 | 49 |   GLfloat diffuseColor[4];    //!< The Diffuse Color this Light emmits. | 
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 | 50 |   GLfloat specularColor[4];   //!< The specular Color of this Light. | 
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 | 51 |   float constantAttenuation;  //!< The Factor of the the Constant Attenuation. | 
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 | 52 |   float linearAttenuation;    //!< The Factor of the the Linear Attenuation. | 
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 | 53 |   float quadraticAttenuation; //!< The Factor of the the Quadratic Attenuation. | 
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 | 54 |   GLfloat spotDirection[4];   //!< The direction of the Spot Light. | 
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 | 55 |   GLfloat spotCutoff;         //!< The cutoff Angle of the Light Source | 
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 | 56 | }; | 
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 | 57 |  | 
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| [3436] | 58 | //! A class that handles Lights | 
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| [3329] | 59 | /** | 
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| [3436] | 60 |    A Light is a source that emits light rays (photons) | 
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| [3600] | 61 |  | 
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 | 62 |    <b>Usage:</b>\n | 
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 | 63 |    First you have to get the Light Manager up and running by using LightManager::getInstance. | 
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 | 64 |    This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n | 
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 | 65 |    Then you will create a new light using: | 
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 | 66 |    \li int addLight(void); | 
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 | 67 |    \li int addLight(int lightNumber); | 
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 | 68 |  | 
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 | 69 |    now you can operate on the light as follows: | 
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 | 70 |    \li void setPosition(Vector position); | 
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 | 71 |    \li void setPosition(GLfloat x, GLfloat y, GLfloat z); | 
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 | 72 |    \li void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); | 
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 | 73 |    \li void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); | 
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 | 74 |    \li void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); | 
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 | 75 |    \li void setSpotDirection(Vector direction); | 
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 | 76 |    \li void setSpotCutoff(GLfloat cutoff); | 
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 | 77 |  | 
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 | 78 |    These functions are preatty selv-explaining, but you can read about them below.\n | 
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 | 79 |    If you want to fetch info, or the a Light use: | 
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 | 80 |    \li Vector getPosition(void) const; | 
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 | 81 |    \li Vector getPosition(int lightNumber) const; | 
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 | 82 |    \li Light* getLight(int LightNumber) const; | 
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 | 83 |  | 
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 | 84 |    To redraw the light use | 
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 | 85 |    \li void draw(); | 
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 | 86 |     | 
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 | 87 |    and to delete one just use | 
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 | 88 |    \li void deleteLight(void); | 
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 | 89 |  | 
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 | 90 |    for some nice output just use: | 
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 | 91 |    \li void debug(void) const; | 
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 | 92 |  | 
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 | 93 |    You can also operate on the single Lights themselves, by first retreaving them with  | 
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 | 94 |    \li Light* getLight(int LightNumber); | 
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 | 95 |    \n | 
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 | 96 |    and then using the same functions on this to change settings. | 
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| [3329] | 97 | */ | 
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| [3597] | 98 | class LightManager : public BaseObject | 
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| [3436] | 99 | { | 
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| [3437] | 100 |  private: | 
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| [3597] | 101 |   LightManager(void); | 
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 | 102 |   void initLight(int LightNumber); | 
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 | 103 |    | 
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 | 104 |   static LightManager* singletonRef;    //!< This is the LightHandlers Reference. | 
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| [3440] | 105 |   GLfloat ambientColor[4];       //!< The ambient Color of the scene. | 
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 | 106 |  | 
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| [3597] | 107 |   Light** lights;                //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues. | 
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 | 108 |   Light* currentLight;           //!< The current Light, we are working with. | 
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| [3436] | 109 |    | 
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| [1904] | 110 |  public: | 
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| [3597] | 111 |   static LightManager* getInstance(); | 
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 | 112 |   virtual ~LightManager(void); | 
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| [1853] | 113 |  | 
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| [3436] | 114 |   // set Attributes | 
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| [3437] | 115 |   int addLight(void); | 
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 | 116 |   int addLight(int lightNumber); | 
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 | 117 |   void editLightNumber(int lightNumber); | 
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 | 118 |   void deleteLight(void); | 
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 | 119 |   void deleteLight(int lightNumber); | 
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 | 120 |  | 
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| [3597] | 121 |   void setAmbientColor(GLfloat r, GLfloat g, GLfloat b); | 
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 | 122 |  | 
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| [3598] | 123 |   void draw(); | 
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 | 124 |  | 
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| [3597] | 125 |   //set Attributes | 
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| [3436] | 126 |   void setPosition(Vector position); | 
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| [3437] | 127 |   void setPosition(GLfloat x, GLfloat y, GLfloat z); | 
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| [3436] | 128 |   void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); | 
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 | 129 |   void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); | 
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| [3597] | 130 |   void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); | 
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| [3453] | 131 |   void setSpotDirection(Vector direction); | 
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 | 132 |   void setSpotCutoff(GLfloat cutoff); | 
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 | 133 |  | 
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| [3436] | 134 |   // get Attributes | 
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| [3600] | 135 |   Vector getPosition(void) const; | 
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 | 136 |   Vector getPosition(int lightNumber) const; | 
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| [3598] | 137 |    | 
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| [3600] | 138 |   Light* getLight(int lightNumber) const; | 
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 | 139 |    | 
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 | 140 |   void debug(void) const; | 
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| [1853] | 141 | }; | 
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 | 142 |  | 
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| [3436] | 143 | #endif /* _LIGHT_H */ | 
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