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A lightweight C++ OpenGL middleware for 2D/3D graphics
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00001 /**************************************************************************************/
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00003 /*  Visualization Library                                                             */
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00005 /*                                                                                    */
00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
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00011 /*                                                                                    */
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00031 
00032 #ifndef Light_INCLUDE_ONCE
00033 #define Light_INCLUDE_ONCE
00034 
00035 #include <vlCore/Vector4.hpp>
00036 #include <vlCore/Transform.hpp>
00037 #include <vlGraphics/link_config.hpp>
00038 #include <vlGraphics/RenderState.hpp>
00039 
00040 namespace vl
00041 {
00042   //------------------------------------------------------------------------------
00043   // Light
00044   //------------------------------------------------------------------------------
00051   class VLGRAPHICS_EXPORT Light: public RenderStateIndexed
00052   {
00053     VL_INSTRUMENT_CLASS(vl::Light, RenderStateIndexed)
00054 
00055   public:
00056     Light();
00057 
00058     virtual ERenderState type() const { return RS_Light; }
00059 
00060     virtual void apply(int index, const Camera*, OpenGLContext* ctx) const;
00061 
00062     void setAmbient(const fvec4& ambientcolor) { mAmbient = ambientcolor; }
00063     const fvec4& ambient() const { return mAmbient; }
00064 
00065     void setDiffuse(const fvec4& diffusecolor) { mDiffuse = diffusecolor; }
00066     const fvec4& diffuse() const { return mDiffuse; }
00067 
00068     void setSpecular(const fvec4& specularcolor) { mSpecular = specularcolor; }
00069     const fvec4& specular() const { return mSpecular; }
00070 
00077     void setPosition(const fvec4& position) { mPosition = position; }
00079     const fvec4& position() const { return mPosition; }
00080 
00081     void setSpotDirection(const fvec3& spotdirection) { mSpotDirection = spotdirection; }
00082     const fvec3& spotDirection() const { return mSpotDirection; }
00083 
00084     void setSpotExponent(float spotexponent) { mSpotExponent = spotexponent; }
00085     float spotExponent() const { return mSpotExponent; }
00086 
00088     void setSpotCutoff(float spotcutoff) { mSpotCutoff = spotcutoff; }
00090     float spotCutoff() const { return mSpotCutoff; }
00091 
00095     void setLinearAttenuation(float linearattenuation) { mLinearAttenuation = linearattenuation; }
00096     float linearAttenuation() const { return mLinearAttenuation; }
00097 
00101     void setQuadraticAttenuation(float quadraticattenuation) { mQuadraticAttenuation = quadraticattenuation; }
00102     float quadraticAttenuation() const { return mQuadraticAttenuation; }
00103 
00107     void setConstantAttenuation(float constantattenuation) { mConstantAttenuation = constantattenuation; }
00108     float constantAttenuation() const { return mConstantAttenuation; }
00109 
00111     void bindTransform(Transform* transform);
00112 
00113     Transform* boundTransform();
00114 
00115     const Transform* boundTransform() const;
00116     
00117     virtual ref<RenderState> clone() const
00118     {
00119       ref<Light> rs = new Light;
00120       *rs = *this;
00121       return rs;
00122     }
00123 
00124     void setEnabled(bool enabled) { mEnabled = enabled; }
00125     
00126     bool enabled() const { return mEnabled; }
00127 
00128   protected:
00129     fvec4 mAmbient;
00130     fvec4 mDiffuse;
00131     fvec4 mSpecular;
00132     fvec4 mPosition;
00133     fvec3 mSpotDirection;
00134     float mSpotExponent;
00135     float mSpotCutoff;
00136     float mConstantAttenuation;
00137     float mLinearAttenuation;
00138     float mQuadraticAttenuation;
00139     ref<Transform> mBoundTransform;
00140     bool mEnabled;
00141   };
00142 }
00143 
00144 #endif

Visualization Library 2011.09.1160 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 2 2013 13:40:37.
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