/usr/include/osg/Light is in libopenscenegraph-dev 3.0.1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_LIGHT
#define OSG_LIGHT 1
#include <osg/StateAttribute>
#include <osg/Vec3>
#include <osg/Vec4>
#ifndef GL_LIGHT0
#define GL_LIGHT0 0x4000
#define GL_LIGHT1 0x4001
#define GL_LIGHT2 0x4002
#define GL_LIGHT3 0x4003
#define GL_LIGHT4 0x4004
#define GL_LIGHT5 0x4005
#define GL_LIGHT6 0x4006
#define GL_LIGHT7 0x4007
#endif
#ifndef GL_LIGHTING
#define GL_LIGHTING 0x0B50
#endif
namespace osg {
/** Light state class which encapsulates OpenGL glLight() functionality. */
class OSG_EXPORT Light : public StateAttribute
{
public :
Light();
Light(unsigned int lightnum);
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Light(const Light& light,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(light,copyop),
_lightnum(light._lightnum),
_ambient(light._ambient),
_diffuse(light._diffuse),
_specular(light._specular),
_position(light._position),
_direction(light._direction),
_constant_attenuation(light._constant_attenuation),
_linear_attenuation(light._linear_attenuation),
_quadratic_attenuation(light._quadratic_attenuation),
_spot_exponent(light._spot_exponent),
_spot_cutoff(light._spot_cutoff) {}
virtual osg::Object* cloneType() const { return new Light(_lightnum); }
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new Light(*this,copyop); }
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Light *>(obj)!=NULL; }
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "Light"; }
virtual Type getType() const { return LIGHT; }
/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
virtual int compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Parameter macros below.
COMPARE_StateAttribute_Types(Light,sa)
// compare each parameter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_lightnum)
COMPARE_StateAttribute_Parameter(_ambient)
COMPARE_StateAttribute_Parameter(_diffuse)
COMPARE_StateAttribute_Parameter(_specular)
COMPARE_StateAttribute_Parameter(_position)
COMPARE_StateAttribute_Parameter(_direction)
COMPARE_StateAttribute_Parameter(_constant_attenuation)
COMPARE_StateAttribute_Parameter(_linear_attenuation)
COMPARE_StateAttribute_Parameter(_quadratic_attenuation)
COMPARE_StateAttribute_Parameter(_spot_exponent)
COMPARE_StateAttribute_Parameter(_spot_cutoff)
return 0; // passed all the above comparison macros, must be equal.
}
virtual unsigned int getMember() const { return _lightnum; }
virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
{
usage.usesMode(GL_LIGHT0+_lightnum);
return true;
}
/** Set which OpenGL light to operate on. */
void setLightNum(int num);
/** Get which OpenGL light this osg::Light operates on. */
int getLightNum() const { return _lightnum; }
/** Set the ambient component of the light. */
inline void setAmbient( const Vec4& ambient ) { _ambient = ambient; }
/** Get the ambient component of the light. */
inline const Vec4& getAmbient() const { return _ambient; }
/** Set the diffuse component of the light. */
inline void setDiffuse( const Vec4& diffuse ) { _diffuse = diffuse; }
/** Get the diffuse component of the light. */
inline const Vec4& getDiffuse() const { return _diffuse; }
/** Set the specular component of the light. */
inline void setSpecular( const Vec4& specular ) { _specular = specular; }
/** Get the specular component of the light. */
inline const Vec4& getSpecular() const { return _specular; }
/** Set the position of the light. */
inline void setPosition( const Vec4& position ) { _position = position; }
/** Get the position of the light. */
inline const Vec4& getPosition() const { return _position; }
/** Set the direction of the light. */
inline void setDirection( const Vec3& direction ) { _direction = direction; }
/** Get the direction of the light. */
inline const Vec3& getDirection() const { return _direction; }
/** Set the constant attenuation of the light. */
inline void setConstantAttenuation( float constant_attenuation ) { _constant_attenuation = constant_attenuation; }
/** Get the constant attenuation of the light. */
inline float getConstantAttenuation() const { return _constant_attenuation; }
/** Set the linear attenuation of the light. */
inline void setLinearAttenuation ( float linear_attenuation ) { _linear_attenuation = linear_attenuation; }
/** Get the linear attenuation of the light. */
inline float getLinearAttenuation () const { return _linear_attenuation; }
/** Set the quadratic attenuation of the light. */
inline void setQuadraticAttenuation ( float quadratic_attenuation ) { _quadratic_attenuation = quadratic_attenuation; }
/** Get the quadratic attenuation of the light. */
inline float getQuadraticAttenuation() const { return _quadratic_attenuation; }
/** Set the spot exponent of the light. */
inline void setSpotExponent( float spot_exponent ) { _spot_exponent = spot_exponent; }
/** Get the spot exponent of the light. */
inline float getSpotExponent() const { return _spot_exponent; }
/** Set the spot cutoff of the light. */
inline void setSpotCutoff( float spot_cutoff ) { _spot_cutoff = spot_cutoff; }
/** Get the spot cutoff of the light. */
inline float getSpotCutoff() const { return _spot_cutoff; }
/** Capture the lighting settings of the current OpenGL state
* and store them in this object.
*/
void captureLightState();
/** Apply the light's state to the OpenGL state machine. */
virtual void apply(State& state) const;
protected :
virtual ~Light();
/** Initialize the light's settings with some decent defaults. */
void init();
int _lightnum; // OpenGL light number
Vec4 _ambient; // r, g, b, w
Vec4 _diffuse; // r, g, b, w
Vec4 _specular; // r, g, b, w
Vec4 _position; // x, y, z, w
Vec3 _direction; // x, y, z
float _constant_attenuation; // constant
float _linear_attenuation; // linear
float _quadratic_attenuation; // quadratic
float _spot_exponent; // exponent
float _spot_cutoff; // spread
};
}
#endif
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