leocad/common/light.h
2012-06-07 00:08:59 +00:00

138 lines
3.5 KiB
C++

#ifndef _LIGHT_H_
#define _LIGHT_H_
#include "opengl.h"
#include "object.h"
#include "lc_math.h"
#define LC_LIGHT_HIDDEN 0x01
#define LC_LIGHT_SELECTED 0x02
#define LC_LIGHT_FOCUSED 0x04
#define LC_LIGHT_TARGET_SELECTED 0x08
#define LC_LIGHT_TARGET_FOCUSED 0x10
#define LC_LIGHT_ENABLED 0x20
class Light;
class LightTarget;
typedef enum
{
LC_LK_POSITION, LC_LK_TARGET, // position
LC_LK_AMBIENT, LC_LK_DIFFUSE, LC_LK_SPECULAR, // color
LC_LK_CONSTANT, LC_LK_LINEAR, LC_LK_QUADRATIC, // attenuation
LC_LK_CUTOFF, LC_LK_EXPONENT, // spot
LC_LK_COUNT
} LC_LK_TYPES;
class LightTarget : public Object
{
public:
LightTarget (Light *pParent);
~LightTarget ();
public:
void MinIntersectDist (LC_CLICKLINE* pLine);
bool IntersectsVolume(const Vector4* Planes, int NumPlanes)
{ return false; }
void Select (bool bSelecting, bool bFocus, bool bMultiple);
void Move (unsigned short nTime, bool bAnimation, bool bAddKey, float x, float y, float z)
{
// FIXME: move the position handling to the light target
}
const char* GetName() const;
Light* GetParent () const
{ return m_pParent; }
protected:
Light* m_pParent;
friend class Light; // FIXME: needed for BoundingBoxCalculate ()
// remove and use UpdatePosition instead
};
class Light : public Object
{
public:
Light (float px, float py, float pz);
Light (float px, float py, float pz, float tx, float ty, float tz);
virtual ~Light ();
void Select (bool bSelecting, bool bFocus, bool bMultiple);
void SelectTarget (bool bSelecting, bool bFocus, bool bMultiple);
public:
Light* m_pNext;
bool IsVisible()
{ return (m_nState & LC_LIGHT_HIDDEN) == 0; }
bool IsSelected()
{ return (m_nState & (LC_LIGHT_SELECTED|LC_LIGHT_TARGET_SELECTED)) != 0; }
bool IsEyeSelected()
{ return (m_nState & LC_LIGHT_SELECTED) != 0; }
bool IsTargetSelected()
{ return (m_nState & LC_LIGHT_TARGET_SELECTED) != 0; }
bool IsEyeFocused()
{ return (m_nState & LC_LIGHT_FOCUSED) != 0; }
bool IsTargetFocused()
{ return (m_nState & LC_LIGHT_TARGET_FOCUSED) != 0; }
void Select()
{ m_nState |= (LC_LIGHT_SELECTED|LC_LIGHT_TARGET_SELECTED); }
void UnSelect()
{ m_nState &= ~(LC_LIGHT_SELECTED|LC_LIGHT_FOCUSED|LC_LIGHT_TARGET_SELECTED|LC_LIGHT_TARGET_FOCUSED); }
void UnFocus()
{ m_nState &= ~(LC_LIGHT_FOCUSED|LC_LIGHT_TARGET_FOCUSED); }
void FocusEye()
{ m_nState |= (LC_LIGHT_FOCUSED|LC_LIGHT_SELECTED); }
void FocusTarget()
{ m_nState |= (LC_LIGHT_TARGET_FOCUSED|LC_LIGHT_TARGET_SELECTED); }
const char* GetName()
{ return m_strName; }
LightTarget* GetTarget () const
{ return m_pTarget; }
const char* GetName() const
{ return m_strName; };
void Render (float fLineWidth);
void MinIntersectDist (LC_CLICKLINE* Line);
bool IntersectsVolume(const Vector4* Planes, int NumPlanes)
{ return false; }
void UpdatePosition (unsigned short nTime, bool bAnimation);
void Move (unsigned short nTime, bool bAnimation, bool bAddKey, float dx, float dy, float dz);
void Setup (int index);
void CreateName(const Light* pLight);
lcVector3 mPosition;
lcVector3 mTargetPosition;
protected:
void Initialize ();
// Camera target
LightTarget* m_pTarget;
// Attributes
float m_fCone;
unsigned char m_nState;
char m_strName[81];
bool m_bEnabled;
GLuint m_nList;
static GLuint m_nSphereList;
static GLuint m_nTargetList;
// Temporary parameters
float m_fAmbient[4];
float m_fDiffuse[4];
float m_fSpecular[4];
float m_fConstant;
float m_fLinear;
float m_fQuadratic;
float m_fCutoff;
float m_fExponent;
};
#endif // _LIGHT_H_