/*
Copyright (C) 1997, 1998, 1999, 2000 by Alex Pfaffe
(Digital Dawn Graphics Inc)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
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 GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef _ddgLightModel_Class_
#define _ddgLightModel_Class_
#include "struct/ddgcolor.h"
#include "struct/ddggroup.h"
class WEXP ddgLightModel: public ddgGroup {
typedef ddgGroup super;
bool _state;
ddgColor4 _lightmodel_ambient;
bool _twosided;
bool _local;
bool _colorMaterial;
public:
ddgLightModel( ddgColor4 *a = NULL, bool t = false, bool l = false, bool c = false )
{ _state = true; _twosided = t; _local = l; _colorMaterial = c;
_lightmodel_ambient.set( a ? a : (ddgColor4*)ddgColor4(100,100,100,255));
}
bool draw( ddgContext *ctx );
void ambient( ddgColor4 *col) { _lightmodel_ambient.set(col); }
void ambient( ddgColor3 *col, unsigned char a = 255)
{ _lightmodel_ambient.set(col->v[0],col->v[1],col->v[2],a); }
void ambient( unsigned char r, unsigned char g, unsigned char b, unsigned char a = 255)
{ _lightmodel_ambient.set(r,g,b,a); }
void local( bool l) { _local = l; }
void twosided( bool t) { _twosided = t; }
void colormaterial( bool t) { _colorMaterial = t; }
void state( bool s) { _state = s; }
};
class WEXP ddgLight: public ddgNode {
typedef ddgNode super;
static unsigned int lightid;
unsigned int _id;
float _spotlight;
ddgVector4 _pos;
ddgVector3 _direction;
ddgColor4 _colour_ambient;
ddgColor4 _colour_diffuse;
ddgColor4 _colour_specular;
bool _fixed:1;
bool _fspotlight:1;
bool _fdirection:1;
bool _fpos:1;
bool _fambient:1;
bool _fdiffuse:1;
bool _fspecular:1;
public:
ddgLight(void);
// int update(void);
// void activate(void);
// void deactivate(void);
bool draw( ddgContext *ctx);
// Set/Get methods.
void ambient( ddgColor4 *c )
{ _colour_ambient.set(c); _fambient = true;}
void ambient( unsigned char r, unsigned char g, unsigned char b )
{ _colour_ambient.set(r,g,b,255); _fambient = true; }
ddgColor4 *ambient(void) { return &_colour_ambient; }
void diffuse( ddgColor4 *c )
{ _colour_diffuse.set(c); _fdiffuse = true; }
void diffuse( float r, float g, float b )
{ _colour_diffuse.set(r,g,b,255); _fdiffuse = true; }
ddgColor4 *diffuse(void)
{ return &_colour_diffuse; }
void specular( ddgColor4 *c )
{ _colour_specular.set(c); _fspecular = true; }
void specular( unsigned char r, unsigned char g, unsigned char b )
{ _colour_specular.set(r,g,b,255); _fspecular = true; }
ddgColor4 *specular(void)
{ return &_colour_specular; }
void pos( ddgVector3 *p )
{ _pos.set(p->v[0],p->v[1],p->v[2],_pos[3]); _fpos = true; }
void pos( float i, float j, float k ) { _pos.set(i,j,k,_pos[3]); _fpos = true; }
ddgVector4 *pos( void ) { return &_pos; }
void direction( ddgVector3 *d )
{ _direction.set(d); _fdirection = true; }
void direction( float i, float j, float k )
{ _direction.set(i,j,k); _fdirection = true; }
void direction( float theta, float phi );
ddgVector3 *direction(void )
{ return &_direction; }
void distance( float d )
{ _pos.v[3] = d; _fpos = true; }
float distance(void)
{ return _pos[3]; }
void fixed(bool f)
{ _fixed = f; }
bool fixed(void)
{ return _fixed; }
void spotlight(float size)
{ _spotlight = size; if (size) _fspotlight = true;}
float spotlight(void)
{ return _spotlight; }
};
#endif