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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/light.h @ 4734

Last change on this file since 4734 was 4734, checked in by bensch, 20 years ago

orxonox/trunk: light loadable

File size: 5.3 KB
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1/*!
2    \file light.h
3    \brief 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 DEFINITIONS //
21class Vector;
22class TiXmlElement;
23
24//! A class that handles Lights. The LightManager operates on this.
25class Light : public PNode
26{
27 public:
28  Light(int lightNumber);
29  Light(const TiXmlElement* root);
30  virtual ~Light(void);
31
32  void init(int lightNumber);
33  void loadParams(const TiXmlElement* root);
34
35  void setPosition(const Vector& position);
36  void setPosition(GLfloat x, GLfloat y, GLfloat z);
37  Vector getPosition() const;
38
39  void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b);
40  void setSpecularColor(GLfloat r, GLfloat g, GLfloat b);
41  void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation);
42  void setSpotDirection(const Vector& direction);
43  void setSpotDirection(float x, float y, float z) { setSpotDirection(Vector(x,y,z)); };
44  void setSpotCutoff(GLfloat cutoff);
45
46  /** \returns the lightNumber*/
47  int getLightNumber(void) const {return this->lightNumber;}
48
49  virtual void draw();
50
51  void debug(void) const;
52
53  // attributes
54 private:
55  int              lightNumber;               //!< The number of this Light.
56  GLfloat          lightPosition[4];          //!< The Position of this Light.
57  GLfloat          diffuseColor[4];           //!< The Diffuse Color this Light emmits.
58  GLfloat          specularColor[4];          //!< The specular Color of this Light.
59  float            constantAttenuation;       //!< The Factor of the the Constant Attenuation.
60  float            linearAttenuation;         //!< The Factor of the the Linear Attenuation.
61  float            quadraticAttenuation;      //!< The Factor of the the Quadratic Attenuation.
62  GLfloat          spotDirection[4];          //!< The direction of the Spot Light.
63  GLfloat          spotCutoff;                //!< The cutoff Angle of the Light Source
64};
65
66
67
68//! A class that handles Lights
69/**
70   A Light is a source that emits light rays (photons)
71
72   <b>Usage:</b>\n
73   First you have to get the Light Manager up and running by using LightManager::getInstance.
74   This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n
75   Then you will create a new light using:
76   \li int addLight(void);
77   \li int addLight(int lightNumber);
78
79   now you can operate on the light as follows:
80   \li void setPosition(Vector position);
81   \li void setPosition(GLfloat x, GLfloat y, GLfloat z);
82   \li void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b);
83   \li void setSpecularColor(GLfloat r, GLfloat g, GLfloat b);
84   \li void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation);
85   \li void setSpotDirection(Vector direction);
86   \li void setSpotCutoff(GLfloat cutoff);
87
88   These functions are preatty selv-explaining, but you can read about them below.\n
89   If you want to fetch info, or the a Light use:
90   \li Vector getPosition(void) const;
91   \li Vector getPosition(int lightNumber) const;
92   \li Light* getLight(int LightNumber) const;
93
94   To redraw the light use
95   \li void draw();
96
97   and to delete one just use
98   \li void deleteLight(void);
99
100   for some nice output just use:
101   \li void debug(void) const;
102
103   You can also operate on the single Lights themselves, by first retreaving them with
104   \li Light* getLight(int LightNumber);
105   \n
106   and then using the same functions on this to change settings.
107*/
108class LightManager : public BaseObject
109{
110
111 public:
112  virtual ~LightManager(void);
113  /** \returns a Pointer to the only object of this Class */
114  inline static LightManager* getInstance(void) { if (!singletonRef) singletonRef = new LightManager();  return singletonRef; };
115
116  void loadParams(const TiXmlElement* root);
117
118  // set Attributes
119  int addLight(void);
120  int addLight(int lightNumber);
121  void editLightNumber(int lightNumber);
122  void deleteLight(void);
123  void deleteLight(int lightNumber);
124
125  void setAmbientColor(GLfloat r, GLfloat g, GLfloat b);
126
127  void draw();
128
129  //set Attributes
130  void setPosition(Vector position);
131  void setPosition(GLfloat x, GLfloat y, GLfloat z);
132  void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b);
133  void setSpecularColor(GLfloat r, GLfloat g, GLfloat b);
134  void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation);
135  void setSpotDirection(Vector direction);
136  void setSpotCutoff(GLfloat cutoff);
137
138  // get Attributes
139  Vector getPosition(void) const;
140  Vector getPosition(int lightNumber) const;
141
142  Light* getLight(int lightNumber) const;
143
144  void debug(void) const;
145
146
147 private:
148  LightManager(void);
149  void initLight(int LightNumber);
150
151
152 private:
153  static LightManager*    singletonRef;       //!< This is the LightHandlers Reference.
154  GLfloat                 ambientColor[4];    //!< The ambient Color of the scene.
155
156  Light**                 lights;             //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues.
157  Light*                  currentLight;       //!< The current Light, we are working with.
158
159};
160
161#endif /* _LIGHT_H */
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