Developer Documentation
LightSourceNode.cc
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40\*===========================================================================*/
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47//=============================================================================
48//
49// CLASS LightSourceNode - IMPLEMENTATION
50//
51//=============================================================================
52
53
54//== INCLUDES =================================================================
55
56
57#include "LightSourceNode.hh"
58
59
60//== NAMESPACES ===============================================================
61
62namespace ACG {
63namespace SceneGraph {
64
65
66//== IMPLEMENTATION ==========================================================
67
68
70 const std::string& _name)
71 : BaseNode(_parent, _name)
72{
73 lights_.resize(8);
74 lightsSave_.resize(8);
75 enable(GL_LIGHT0);;
76}
77
78
79//----------------------------------------------------------------------------
80
81void LightSourceNode::enter(GLState& _state, const DrawModes::DrawMode& /* _drawmode */ )
82{
83 // save old lights
84 for(unsigned int i=0; i<lightsSave_.size(); i++)
85 {
86 // save only if enabled
87 if(glIsEnabled(index2gl(i)))
88 {
89 lightsSave_[i].enabled = true;
90
93 }
94 else lightsSave_[i].enabled = false;
95 }
96
97 // set new lights
98 for(unsigned int i=0; i<lights_.size(); i++)
99 {
100 if(lights_[i].enabled)
101 {
102 // correct Position for fixed Lights
103 if(lights_[i].fixedPosition)
104 lights_[i].realPosition =
105 _state.inverse_modelview() * lights_[i].position;
106 else lights_[i].realPosition = lights_[i].position;
107
110 }
112
113 }
114}
115
116
117//----------------------------------------------------------------------------
118
119
120void LightSourceNode::leave(GLState& /* _state */ , const DrawModes::DrawMode& /* _drawmode*/ )
121{
122 // restore old enabled lights
123 for(unsigned int i=0; i<lights_.size(); i++)
124 {
125 if(lightsSave_[i].enabled)
126 {
129 }
131 }
132}
133
134//----------------------------------------------------------------------------
135
137{
138
139 // set preferences of _light for GL_LIGHT#_index
140 glLightfv(_index, GL_AMBIENT, (GLfloat *)_light.ambientColor.data());
141 glLightfv(_index, GL_DIFFUSE, (GLfloat *)_light.diffuseColor.data());
142 glLightfv(_index, GL_SPECULAR, (GLfloat *)_light.specularColor.data());
143
144 glLightfv(_index, GL_POSITION, (GLfloat *)_light.realPosition.data());
145 glLightfv(_index, GL_SPOT_DIRECTION, (GLfloat *)_light.spotDirection.data());
146
147 glLightf(_index, GL_SPOT_EXPONENT, _light.spotExponent);
148 glLightf(_index, GL_SPOT_CUTOFF, _light.spotCutoff);
149 glLightf(_index, GL_CONSTANT_ATTENUATION, _light.constantAttenuation);
150 glLightf(_index, GL_LINEAR_ATTENUATION, _light.linearAttenuation);
151 glLightf(_index, GL_QUADRATIC_ATTENUATION, _light.quadraticAttenuation);
152}
153
154//----------------------------------------------------------------------------
155
157{
158 // get preferences of GL_LIGHT#_index and store them in _light
159 glGetLightfv(_index, GL_AMBIENT, (GLfloat *)_light.ambientColor.data());
160 glGetLightfv(_index, GL_DIFFUSE, (GLfloat *)_light.diffuseColor.data());
161 glGetLightfv(_index, GL_SPECULAR, (GLfloat *)_light.specularColor.data());
162 glGetLightfv(_index, GL_POSITION, (GLfloat *)_light.position.data());
163 glGetLightfv(_index, GL_SPOT_DIRECTION, (GLfloat *)_light.spotDirection.data());
164
165 glGetLightfv(_index, GL_SPOT_EXPONENT, &_light.spotExponent);
166 glGetLightfv(_index, GL_SPOT_CUTOFF, &_light.spotCutoff);
167 glGetLightfv(_index, GL_CONSTANT_ATTENUATION, &_light.constantAttenuation);
168 glGetLightfv(_index, GL_LINEAR_ATTENUATION, &_light.linearAttenuation);
169 glGetLightfv(_index, GL_QUADRATIC_ATTENUATION, &_light.quadraticAttenuation);
170}
171//=============================================================================
172} // namespace SceneGraph
173} // namespace ACG
174//=============================================================================
static void enable(GLenum _cap, bool _warnRemoved=true)
replaces glEnable, but supports locking
Definition: GLState.cc:1507
static void disable(GLenum _cap, bool _warnRemoved=true)
replaces glDisable, but supports locking
Definition: GLState.cc:1527
const GLMatrixd & inverse_modelview() const
get inverse modelview matrix
Definition: GLState.hh:836
void enter(GLState &_state, const DrawModes::DrawMode &_drawmode) override
set current Light Sources
void get_parameters(GLenum _index, LightSource &_light)
get _light Options in OpenGL for GL_LIGHT::_index
GLenum index2gl(int _nr)
return GL_LIGHT* for light _nr
LightSourceNode(BaseNode *_parent=0, const std::string &_name="<LightSourceNode>")
Default constructor. Applies all properties.
std::vector< LightSource > lights_
store LightSources of this node
void leave(GLState &_state, const DrawModes::DrawMode &_drawmode) override
restores original Light Sources
void enable(GLenum _nr)
enable LightSource _nr
void set_parameters(GLenum _index, LightSource &_light)
set _light Options in OpenGL for GL_LIGHT::_index
std::vector< LightSource > lightsSave_
save old LightSources
Scalar * data()
access to Scalar array
Definition: Vector11T.hh:201
Namespace providing different geometric functions concerning angles.
Structure to hold options for one LightSource.