/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS #include "light.h" #include "glincl.h" #include "vector.h" #include "parser/tinyxml/tinyxml.h" #include "load_param.h" #include "factory.h" #include "debug.h" using namespace std; CREATE_FACTORY(Light, CL_LIGHT); //! Definition of the Lights and their Names int lightsV[] = { GL_LIGHT0, GL_LIGHT1, GL_LIGHT2, GL_LIGHT3, GL_LIGHT4, GL_LIGHT5, GL_LIGHT6, GL_LIGHT7 }; /** * @param root The XML-element to load the Light from @todo what to do, if no Light-Slots are open anymore ??? */ Light::Light(const TiXmlElement* root) { PRINTF(4)("initializing Light number %d.\n", this->lightNumber); this->lightNumber = LightManager::getInstance()->registerLight(this); this->setClassID(CL_LIGHT, "Light"); char tmpName[10]; sprintf(tmpName, "Light[%d]", this->lightNumber); this->setName(tmpName); // enable The light glEnable(lightsV[this->lightNumber]); // postSpawn // set values (defaults) this->setDiffuseColor(1.0, 1.0, 1.0); this->setSpecularColor(1.0, 1.0, 1.0); if (root != NULL) this->loadParams(root); } /** * destroys a Light */ Light::~Light() { glDisable(lightsV[this->lightNumber]); LightManager::getInstance()->unregisterLight(this); } /** * @param root The XML-element to load the Light from */ void Light::loadParams(const TiXmlElement* root) { PNode::loadParams(root); LoadParam(root, "diffuse-color", this, Light, setDiffuseColor) .describe("sets the diffuse color of the Light (red [0-1], green [0-1], blue [0-1])"); LoadParam(root, "specular-color", this, Light, setSpecularColor) .describe("sets the specular color of the Light (red [0-1], green [0-1], blue [0-1])"); LoadParam(root, "attenuation", this, Light, setAttenuation) .describe("sets the Attenuation of the LightSource (constant Factor, linear Factor, quadratic Factor)."); LoadParam(root, "spot-direction", this, Light, setSpotDirection) .describe("sets the Direction of the Spot"); LoadParam(root, "spot-cutoff", this, Light, setSpotCutoff) .describe("the cuttoff of the Spotlight"); } /** * sets an emitting Diffuse color of this Light * @param r red * @param g green * @param b blue */ void Light::setDiffuseColor(GLfloat r, GLfloat g, GLfloat b) { this->diffuseColor[0] = r; this->diffuseColor[1] = g; this->diffuseColor[2] = b; this->diffuseColor[3] = 1.0; glLightfv (lightsV[this->lightNumber], GL_DIFFUSE, this->diffuseColor); } /** * sets an emitting Specular color of this Light * @param r red * @param g green * @param b blue */ void Light::setSpecularColor(GLfloat r, GLfloat g, GLfloat b) { this->specularColor[0] = r; this->specularColor[1] = g; this->specularColor[2] = b; this->specularColor[3] = 1.0; glLightfv (lightsV[this->lightNumber], GL_SPECULAR, this->specularColor); } /** * Sets the AttenuationType of this Light Source * @param constantAttenuation The Constant Attenuation of the Light * @param linearAttenuation The Linear Attenuation of the Light * @param quadraticAttenuation The Quadratic Attenuation of the Light */ void Light::setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation) { this->constantAttenuation = constantAttenuation; this->linearAttenuation = linearAttenuation; this->quadraticAttenuation = quadraticAttenuation; glLightf(lightsV[this->lightNumber], GL_CONSTANT_ATTENUATION, constantAttenuation); glLightf(lightsV[this->lightNumber], GL_LINEAR_ATTENUATION, linearAttenuation); glLightf(lightsV[this->lightNumber], GL_QUADRATIC_ATTENUATION, quadraticAttenuation); } /** * stets the direction of the Spot Light. * @param direction The direction of the Spot Light. */ void Light::setSpotDirection(const Vector& direction) { this->spotDirection[0] = direction.x; this->spotDirection[1] = direction.y; this->spotDirection[2] = direction.z; glLightfv(lightsV[this->lightNumber], GL_SPOT_DIRECTION, this->spotDirection); } /** * sets the cutoff angle of the Light. * @param cutoff The cutoff angle. */ void Light::setSpotCutoff(GLfloat cutoff) { this->spotCutoff = cutoff; glLightf(lightsV[this->lightNumber], GL_SPOT_CUTOFF, cutoff); } /** * draws this Light. Being a World-entity the possibility to do this lies at hand. */ void Light::draw() const { float pos[4] = {this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z, 1.0}; PRINTF(4)("Drawing The Lights new Position at %f %f %f\n", pos[0], pos[1], pos[2]); glLightfv(lightsV[this->lightNumber], GL_POSITION, pos); } /** * Prints out some nice formated debug information about the Light */ void Light::debug() const { PRINT(0)(":: %d :: -- reference %p\n", this->lightNumber, this); PRINT(0)(" GL-state: "); GLboolean param; glGetBooleanv(lightsV[this->lightNumber], ¶m); if (param) PRINT(0)("ON\n"); else PRINT(0)("OFF\n"); PRINT(0)(" DiffuseColor: %f/%f/%f\n", this->diffuseColor[0], this->diffuseColor[1], this->diffuseColor[2]); PRINT(0)(" SpecularColor: %f/%f/%f\n", this->specularColor[0], this->specularColor[1], this->specularColor[2]); PRINT(0)(" Attenuation: constant=%f linear=%f quadratic=%f\n", this->constantAttenuation, this->linearAttenuation, this->quadraticAttenuation); } /****************** ** LIGHT-MANAGER ** ******************/ /** * standard constructor for a Light */ LightManager::LightManager () { this->setClassID(CL_LIGHT_MANAGER, "LightManager"); glEnable (GL_LIGHTING); glEnable ( GL_COLOR_MATERIAL ) ; glColorMaterial ( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ) ; this->setAmbientColor(.3, .3, .3); this->lights = new Light*[NUMBEROFLIGHTS]; for (int i = 0; i < NUMBEROFLIGHTS; i++) lights[i] = NULL; this->currentLight = NULL; } /** * standard deconstructor first disables Lighting then deletes the rest of the allocated memory and in the end sets the singleton Reference to zero. */ LightManager::~LightManager () { glDisable(GL_COLOR_MATERIAL); glDisable(GL_LIGHTING); this->setAmbientColor(.0,.0,.0); for (int i = 0; i < NUMBEROFLIGHTS; i++) if (this->lights[i] != NULL) delete lights[i]; delete[] lights; LightManager::singletonRef = NULL; } /** * singleton-Reference to the Light-class */ LightManager* LightManager::singletonRef = NULL; /** * @param root the XML-element to load the LightManager's settings from */ void LightManager::loadParams(const TiXmlElement* root) { LoadParamXML(root, "Lights", this, LightManager, loadLights) .describe("an XML-Element to load lights from."); LoadParam(root, "ambient-color", this, LightManager, setAmbientColor) .describe("sets the ambient Color of the Environmental Light"); } /** * @param root The XML-element to load Lights from */ void LightManager::loadLights(const TiXmlElement* root) { const TiXmlElement* element = root->FirstChildElement(); while (element != NULL) { Factory::fabricate(element); element = element->NextSiblingElement(); } } // set Attributes /** * sets the ambient Color of the Scene * @param r red * @param g green * @param b blue */ void LightManager::setAmbientColor(GLfloat r, GLfloat g, GLfloat b) { this->ambientColor[0] = r; this->ambientColor[1] = g; this->ambientColor[2] = b; this->ambientColor[3] = 1.0; glLightfv (GL_LIGHT0, GL_AMBIENT, this->ambientColor); } /** * @param light the Light to register to the LightManager This is done explicitely by the constructor of a Light */ int LightManager::registerLight(Light* light) { for (int i = 0; i < NUMBEROFLIGHTS; i++) if (!this->lights[i]) { this->lights[i]=light; return i; } PRINTF(1)("no more light slots availiable. All %d already taken\n", NUMBEROFLIGHTS); return -1; } /** * @param light The light to unregister from the LightManager This is done every time a Light is destroyed explicitely by the Light-destructor */ void LightManager::unregisterLight(Light* light) { for (int i = 0; i < NUMBEROFLIGHTS; i++) { if (this->lights[i] == light) { this->lights[i] = NULL; return; } } PRINTF(2)("Light %p could not be unloaded (this should not heappen\n)"); return; } /** * draws all the Lights in their appropriate position */ void LightManager::draw() const { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); PRINTF(4)("Drawing the Lights\n"); for (int i = 0; i < NUMBEROFLIGHTS; i++) if (this->lights[i]) lights[i]->draw(); } /** * outputs debug information about the Class and its lights */ void LightManager::debug() const { PRINT(0)("=================================\n"); PRINT(0)("= DEBUG INFORMATION CLASS LIGHT =\n"); PRINT(0)("=================================\n"); PRINT(0)("Reference: %p\n", LightManager::singletonRef); if (this->currentLight) PRINT(0)("current Light Nr: %d\n", this->currentLight->getLightNumber()); PRINT(0)("Ambient Color: %f:%f:%f\n", this->ambientColor[0], this->ambientColor[0], this->ambientColor[0]); PRINT(0)("=== Lights ===\n"); for (int i = 0; i < NUMBEROFLIGHTS; i++) if (this->lights[i]) { this->lights[i]->debug(); } PRINT(0)("-----------------------------LM-\n"); }