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flightgear/src/Objects/pt_lights.hxx

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// pt_lights.hxx -- build a 'directional' light on the fly
//
// Written by Curtis Olson, started March 2002.
//
// Copyright (C) 2002 Curtis L. Olson - curt@flightgear.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program 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
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifndef _PT_LIGHTS_HXX
#define _PT_LIGHTS_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#include <vector> // STL
#include STL_STRING
#include <plib/sg.h>
#include <plib/ssg.h> // plib include
#include <simgear/math/sg_types.hxx>
SG_USING_STD(string);
SG_USING_STD(vector);
typedef vector < int > int_list;
typedef int_list::iterator int_list_iterator;
typedef int_list::const_iterator int_point_list_iterator;
// Define the various supported light types
typedef enum {
FG_RWYLIGHT_TAXI = 0,
FG_RWYLIGHT_VASI,
FG_RWYLIGHT_EDGE,
FG_RWYLIGHT_TOUCHDOWN,
FG_RWYLIGHT_THRESHOLD,
FG_RWYLIGHT_WHITE,
FG_RWYLIGHT_RED,
FG_RWYLIGHT_GREEN,
FG_RWYLIGHT_YELLOW
} fgRunwayLightType;
// Generate a directional light. This routines creates a
// 'directional' light that can only be viewed from within 90 degrees
// of the specified dir vector.
// To accomplish this, he routine creates a triangle with the 1st
// point coincident with the specified pt and the 2nd and 3rd points
// extending upward. The 1st point is created with an 'alpha' value
// of 1 while the 2nd and 3rd points are created with an 'alpha' of
// 0.0.
// If the triangle is drawn in glPolygonMode(GL_FRONT, GL_POINT) mode,
// then two important things happen:
// 1) Only the 3 vertex points are drawn, the 2nd two with an alpha of
// 0 so actually only the desired point is rendered.
// 2) since we are drawing a triangle, back face culling takes care of
// eliminating this poing when the view angle relative to dir is
// greater than 90 degrees.
// The final piece of this puzzle is that if we now use environment
// mapping on this point, via an appropriate texture we can then
// control the intensity and color of the point based on the view
// angle relative to 'dir' the optimal view direction of the light
// (i.e. the direction the light is pointing.)
// Yes this get's to be long and convoluted. If you can suggest a
// simpler way, please do! :-)
ssgLeaf *gen_directional_light( sgVec3 pt, sgVec3 dir, sgVec3 up );
ssgBranch *gen_directional_lights( const point_list &nodes,
const point_list &normals,
const int_list &pnt_i,
const int_list &nml_i,
const string &material,
sgVec3 up );
#endif // _PT_LIGHTS_HXX