| 1 | /*! | 
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| 2 | * @file light.h | 
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| 3 | *  Handles Lights. | 
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| 4 |  | 
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| 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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| 8 | */ | 
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| 9 |  | 
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| 10 | #ifndef _LIGHT_H | 
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| 11 | #define _LIGHT_H | 
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| 12 |  | 
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| 13 | #include "p_node.h" | 
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| 14 | #include "glincl.h" | 
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| 15 |  | 
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| 16 | //! The maximum number of Lights this OpenGL-implementation supports. | 
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| 17 | #define NUMBEROFLIGHTS GL_MAX_LIGHTS | 
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| 18 |  | 
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| 19 |  | 
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| 20 | // FORWARD DECLARATIONS // | 
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| 21 | class Vector; | 
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| 22 | class TiXmlElement; | 
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| 23 |  | 
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| 24 | //! A class that handles Lights. The LightManager operates on this. | 
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| 25 | class Light : public PNode | 
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| 26 | { | 
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| 27 |   ObjectListDeclaration(Light); | 
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| 28 | public: | 
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| 29 |   Light(const TiXmlElement* root = NULL); | 
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| 30 |   virtual ~Light(); | 
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| 31 |  | 
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| 32 |   virtual void loadParams(const TiXmlElement* root); | 
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| 33 |  | 
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| 34 |   void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); | 
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| 35 |   void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); | 
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| 36 |   void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); | 
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| 37 |   void setSpotDirection(const Vector& direction); | 
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| 38 |   void setSpotDirection(float x, float y, float z) { setSpotDirection(Vector(x,y,z)); }; | 
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| 39 |   void setSpotCutoff(GLfloat cutoff); | 
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| 40 |  | 
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| 41 |   /** @returns the lightNumber*/ | 
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| 42 |   int getLightNumber() const {return this->lightNumber;} | 
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| 43 |  | 
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| 44 |   virtual void draw() const; | 
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| 45 |  | 
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| 46 |   void debug() const; | 
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| 47 |  | 
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| 48 |   // attributes | 
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| 49 | private: | 
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| 50 |   int              lightNumber;               //!< The number of this Light. | 
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| 51 |   GLfloat          diffuseColor[4];           //!< The Diffuse Color this Light emmits. | 
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| 52 |   GLfloat          specularColor[4];          //!< The specular Color of this Light. | 
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| 53 |   float            constantAttenuation;       //!< The Factor of the the Constant Attenuation. | 
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| 54 |   float            linearAttenuation;         //!< The Factor of the the Linear Attenuation. | 
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| 55 |   float            quadraticAttenuation;      //!< The Factor of the the Quadratic Attenuation. | 
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| 56 |   GLfloat          spotDirection[4];          //!< The direction of the Spot Light. | 
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| 57 |   GLfloat          spotCutoff;                //!< The cutoff Angle of the Light Source | 
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| 58 | }; | 
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| 59 |  | 
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| 60 |  | 
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| 61 |  | 
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| 62 | //! A class that handles Lights | 
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| 63 | /** | 
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| 64 | A Light is a source that emits light rays (photons) | 
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| 65 |  | 
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| 66 | <b>Usage:</b>\n | 
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| 67 | First you have to get the Light Manager up and running by using LightManager::getInstance(). | 
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| 68 | This automatically initiates the GL_LIGHTING, and sets some default stuff about the light.\n | 
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| 69 | Then you will create a new light using: | 
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| 70 | \li new Light(); | 
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| 71 |  | 
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| 72 | if you want to operate on this Light just apply the following functions onto it. | 
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| 73 | (You can also optain the Light-pointer with LightManager::getInstance()->getLight(lightNumber)) | 
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| 74 |  | 
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| 75 | now you can operate on the light as follows: | 
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| 76 | \li void setDiffuseColor(GLfloat r, GLfloat g, GLfloat b); | 
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| 77 | \li void setSpecularColor(GLfloat r, GLfloat g, GLfloat b); | 
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| 78 | \li void setAttenuation(float constantAttenuation, float linearAttenuation, float quadraticAttenuation); | 
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| 79 | \li void setSpotDirection(Vector direction); | 
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| 80 | \li void setSpotCutoff(GLfloat cutoff); | 
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| 81 | \li all PNode stuff also works | 
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| 82 |  | 
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| 83 | To redraw the light use | 
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| 84 | \li void draw() const; (this is automatically done by the LightManager) | 
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| 85 |  | 
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| 86 | for some nice output just use: | 
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| 87 | \li void debug() const; (either on LightManager for a resume or on any Light for single information.) | 
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| 88 | */ | 
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| 89 | class LightManager : public BaseObject | 
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| 90 | { | 
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| 91 |   ObjectListDeclaration(LightManager); | 
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| 92 |  | 
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| 93 |   friend class Light; | 
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| 94 | public: | 
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| 95 |   virtual ~LightManager(); | 
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| 96 |   /** @returns a Pointer to the only object of this Class */ | 
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| 97 |   inline static LightManager* getInstance() { if (!singletonRef) singletonRef = new LightManager();  return singletonRef; }; | 
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| 98 |  | 
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| 99 |   virtual void loadParams(const TiXmlElement* root); | 
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| 100 |   void loadLights(const TiXmlElement* root); | 
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| 101 |  | 
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| 102 |   void setAmbientColor(GLfloat r, GLfloat g, GLfloat b); | 
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| 103 |   // HACK: Assuming r = g = b values | 
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| 104 |   // SOLVED: nobody uses it anyway | 
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| 105 |   // inline GLfloat getAmbientColor() {  return this->ambientColor[0]; } | 
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| 106 |  | 
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| 107 |   Light* getLight(int lightNumber) const; | 
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| 108 |   inline Light* getLight() const { return this->currentLight; }; | 
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| 109 |  | 
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| 110 |   void draw() const; | 
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| 111 |  | 
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| 112 |   void debug() const; | 
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| 113 |  | 
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| 114 | private: | 
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| 115 |   LightManager(); | 
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| 116 |  | 
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| 117 |   int  registerLight(Light* light); | 
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| 118 |   void unregisterLight(Light* light); | 
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| 119 |  | 
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| 120 | private: | 
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| 121 |   static LightManager*    singletonRef;       //!< This is the LightHandlers Reference. | 
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| 122 |   GLfloat                 ambientColor[4];    //!< The ambient Color of the scene. | 
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| 123 |  | 
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| 124 |   Light**                 lights;             //!< An array of Lenght NUMBEROFLIGHTS, that holds pointers to all LightValues. | 
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| 125 |   Light*                  currentLight;       //!< The current Light, we are working with. | 
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| 126 |  | 
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| 127 | }; | 
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| 128 |  | 
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| 129 | #endif /* _LIGHT_H */ | 
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