// dir_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 _DIR_LIGHTS_HXX #define _DIR_LIGHTS_HXX #ifndef __cplusplus # error This library requires C++ #endif #ifdef HAVE_CONFIG_H # include #endif #include #include // STL #include STL_STRING #include // plib include 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 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 ); /* ssgLeaf *gen_directional_lights( const point_list &nodes, const point_list &normals, const int_list &pnt_i, const int_list &nml_i ); */ #endif // _DIR_LIGHTS_HXX