17 #include <osg/StateAttribute>
22 #define GL_LIGHT0 0x4000
23 #define GL_LIGHT1 0x4001
24 #define GL_LIGHT2 0x4002
25 #define GL_LIGHT3 0x4003
26 #define GL_LIGHT4 0x4004
27 #define GL_LIGHT5 0x4005
28 #define GL_LIGHT6 0x4006
29 #define GL_LIGHT7 0x4007
33 #define GL_LIGHTING 0x0B50
45 Light(
unsigned int lightnum);
50 _lightnum(light._lightnum),
51 _ambient(light._ambient),
52 _diffuse(light._diffuse),
53 _specular(light._specular),
54 _position(light._position),
55 _direction(light._direction),
56 _constant_attenuation(light._constant_attenuation),
57 _linear_attenuation(light._linear_attenuation),
58 _quadratic_attenuation(light._quadratic_attenuation),
59 _spot_exponent(light._spot_exponent),
60 _spot_cutoff(light._spot_cutoff) {}
66 virtual const char*
className()
const {
return "Light"; }
92 virtual unsigned int getMember()
const {
return _lightnum; }
103 void setLightNum(
int num);
157 inline void setSpotExponent(
float spot_exponent ) { _spot_exponent = spot_exponent; }
163 inline void setSpotCutoff(
float spot_cutoff ) { _spot_cutoff = spot_cutoff; }
171 void captureLightState();
174 virtual void apply(
State& state)
const;
void setQuadraticAttenuation(float quadratic_attenuation)
virtual bool isSameKindAs(const osg::Object *obj) const
virtual unsigned int getMember() const
const Vec4 & getDiffuse() const
#define COMPARE_StateAttribute_Types(TYPE, rhs_attribute)
void setDirection(const Vec3 &direction)
void setLinearAttenuation(float linear_attenuation)
const Vec3 & getDirection() const
void setSpecular(const Vec4 &specular)
float _constant_attenuation
void setPosition(const Vec4 &position)
virtual osg::Object * clone(const osg::CopyOp ©op) const
virtual Type getType() const
void setSpotExponent(float spot_exponent)
virtual const char * libraryName() const
virtual void usesMode(GLMode mode)=0
void setConstantAttenuation(float constant_attenuation)
const Vec4 & getPosition() const
void setSpotCutoff(float spot_cutoff)
float getSpotCutoff() const
virtual const char * className() const
float getLinearAttenuation() const
float getSpotExponent() const
float getQuadraticAttenuation() const
const Vec4 & getSpecular() const
float _linear_attenuation
virtual bool getModeUsage(StateAttribute::ModeUsage &usage) const
Light(const Light &light, const CopyOp ©op=CopyOp::SHALLOW_COPY)
float _quadratic_attenuation
virtual osg::Object * cloneType() const
#define COMPARE_StateAttribute_Parameter(parameter)
void setAmbient(const Vec4 &ambient)
const Vec4 & getAmbient() const
virtual int compare(const StateAttribute &sa) const
void setDiffuse(const Vec4 &diffuse)
float getConstantAttenuation() const