1 | /*
|
---|
2 | -----------------------------------------------------------------------------
|
---|
3 | This source file is part of OGRE
|
---|
4 | (Object-oriented Graphics Rendering Engine)
|
---|
5 | For the latest info, see http://www.ogre3d.org/
|
---|
6 |
|
---|
7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
8 | Also see acknowledgements in Readme.html
|
---|
9 |
|
---|
10 | This program is free software; you can redistribute it and/or modify it under
|
---|
11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
13 | version.
|
---|
14 |
|
---|
15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
18 |
|
---|
19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
23 | -----------------------------------------------------------------------------
|
---|
24 | */
|
---|
25 | #ifndef _LIGHT_H__
|
---|
26 | #define _LIGHT_H__
|
---|
27 |
|
---|
28 | #include "OgrePrerequisites.h"
|
---|
29 |
|
---|
30 | #include "OgreColourValue.h"
|
---|
31 | #include "OgreVector3.h"
|
---|
32 | #include "OgreVector4.h"
|
---|
33 | #include "OgreString.h"
|
---|
34 | #include "OgreMovableObject.h"
|
---|
35 | #include "OgrePlaneBoundedVolume.h"
|
---|
36 |
|
---|
37 | namespace Ogre {
|
---|
38 |
|
---|
39 |
|
---|
40 | /** Representation of a dynamic light source in the scene.
|
---|
41 | @remarks
|
---|
42 | Lights are added to the scene like any other object. They contain various
|
---|
43 | parameters like type, position, attenuation (how light intensity fades with
|
---|
44 | distance), colour etc.
|
---|
45 | @par
|
---|
46 | The defaults when a light is created is pure white diffues light, with no
|
---|
47 | attenuation (does not decrease with distance) and a range of 1000 world units.
|
---|
48 | @par
|
---|
49 | Lights are created by using the SceneManager::createLight method. They can subsequently be
|
---|
50 | added to a SceneNode if required to allow them to move relative to a node in the scene. A light attached
|
---|
51 | to a SceneNode is assumed to havea base position of (0,0,0) and a direction of (0,0,1) before modification
|
---|
52 | by the SceneNode's own orientation. If not attached to a SceneNode,
|
---|
53 | the light's position and direction is as set using setPosition and setDirection.
|
---|
54 | @par
|
---|
55 | Remember also that dynamic lights rely on modifying the colour of vertices based on the position of
|
---|
56 | the light compared to an object's vertex normals. Dynamic lighting will only look good if the
|
---|
57 | object being lit has a fair level of tesselation and the normals are properly set. This is particularly
|
---|
58 | true for the spotlight which will only look right on highly tesselated models. In the future OGRE may be
|
---|
59 | extended for certain scene types so an alternative to the standard dynamic lighting may be used, such
|
---|
60 | as dynamic lightmaps.
|
---|
61 | */
|
---|
62 | class _OgreExport Light : public MovableObject
|
---|
63 | {
|
---|
64 | public:
|
---|
65 | /// Temp tag used for sorting
|
---|
66 | Real tempSquareDist;
|
---|
67 |
|
---|
68 | /// Defines the type of light
|
---|
69 | enum LightTypes
|
---|
70 | {
|
---|
71 | /// Point light sources give off light equally in all directions, so require only position not direction
|
---|
72 | LT_POINT,
|
---|
73 | /// Directional lights simulate parallel light beams from a distant source, hence have direction but no position
|
---|
74 | LT_DIRECTIONAL,
|
---|
75 | /// Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff
|
---|
76 | LT_SPOTLIGHT
|
---|
77 | };
|
---|
78 |
|
---|
79 | /** Default constructor (for Python mainly).
|
---|
80 | */
|
---|
81 | Light();
|
---|
82 |
|
---|
83 | /** Normal constructor. Should not be called directly, but rather the SceneManager::createLight method should be used.
|
---|
84 | */
|
---|
85 | Light(const String& name);
|
---|
86 |
|
---|
87 | /** Standard destructor.
|
---|
88 | */
|
---|
89 | ~Light();
|
---|
90 |
|
---|
91 | /** Returns the name of this light (cannot be modified).
|
---|
92 | */
|
---|
93 | const String& getName(void) const;
|
---|
94 |
|
---|
95 | /** Sets the type of light - see LightTypes for more info.
|
---|
96 | */
|
---|
97 | void setType(LightTypes type);
|
---|
98 |
|
---|
99 | /** Returns the light type.
|
---|
100 | */
|
---|
101 | LightTypes getType(void) const;
|
---|
102 |
|
---|
103 | /** Sets the colour of the diffuse light given off by this source.
|
---|
104 | @remarks
|
---|
105 | Material objects have ambient, diffuse and specular values which indicate how much of each type of
|
---|
106 | light an object reflects. This value denotes the amount and colour of this type of light the light
|
---|
107 | exudes into the scene. The actual appearance of objects is a combination of the two.
|
---|
108 | @par
|
---|
109 | Diffuse light simulates the typical light emenating from light sources and affects the base colour
|
---|
110 | of objects together with ambient light.
|
---|
111 | */
|
---|
112 | void setDiffuseColour(Real red, Real green, Real blue);
|
---|
113 |
|
---|
114 | /** Sets the colour of the diffuse light given off by this source.
|
---|
115 | @remarks
|
---|
116 | Material objects have ambient, diffuse and specular values which indicate how much of each type of
|
---|
117 | light an object reflects. This value denotes the amount and colour of this type of light the light
|
---|
118 | exudes into the scene. The actual appearance of objects is a combination of the two.
|
---|
119 | @par
|
---|
120 | Diffuse light simulates the typical light emenating from light sources and affects the base colour
|
---|
121 | of objects together with ambient light.
|
---|
122 | */
|
---|
123 | void setDiffuseColour(const ColourValue& colour);
|
---|
124 |
|
---|
125 | /** Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info).
|
---|
126 | */
|
---|
127 | const ColourValue& getDiffuseColour(void) const;
|
---|
128 |
|
---|
129 | /** Sets the colour of the specular light given off by this source.
|
---|
130 | @remarks
|
---|
131 | Material objects have ambient, diffuse and specular values which indicate how much of each type of
|
---|
132 | light an object reflects. This value denotes the amount and colour of this type of light the light
|
---|
133 | exudes into the scene. The actual appearance of objects is a combination of the two.
|
---|
134 | @par
|
---|
135 | Specular light affects the appearance of shiny highlights on objects, and is also dependent on the
|
---|
136 | 'shininess' Material value.
|
---|
137 | */
|
---|
138 | void setSpecularColour(Real red, Real green, Real blue);
|
---|
139 |
|
---|
140 | /** Sets the colour of the specular light given off by this source.
|
---|
141 | @remarks
|
---|
142 | Material objects have ambient, diffuse and specular values which indicate how much of each type of
|
---|
143 | light an object reflects. This value denotes the amount and colour of this type of light the light
|
---|
144 | exudes into the scene. The actual appearance of objects is a combination of the two.
|
---|
145 | @par
|
---|
146 | Specular light affects the appearance of shiny highlights on objects, and is also dependent on the
|
---|
147 | 'shininess' Material value.
|
---|
148 | */
|
---|
149 | void setSpecularColour(const ColourValue& colour);
|
---|
150 |
|
---|
151 | /** Returns the colour of specular light given off by this light source.
|
---|
152 | */
|
---|
153 | const ColourValue& getSpecularColour(void) const;
|
---|
154 |
|
---|
155 | /** Sets the attenuation parameters of the light source ie how it diminishes with distance.
|
---|
156 | @remarks
|
---|
157 | Lights normally get fainter the further they are away. Also, each light is given a maximum range
|
---|
158 | beyond which it cannot affect any objects.
|
---|
159 | @par
|
---|
160 | Light attentuation is not applicable to directional lights since they have an infinite range and
|
---|
161 | constant intensity.
|
---|
162 | @par
|
---|
163 | This follows a standard attenuation approach - see any good 3D text for the details of what they mean
|
---|
164 | since i don't have room here!
|
---|
165 | @param
|
---|
166 | range The absolute upper range of the light in world units
|
---|
167 | @param
|
---|
168 | constant The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation
|
---|
169 | @param
|
---|
170 | linear The linear factor in the attenuation formula: 1 means attenuate evenly over the distance
|
---|
171 | @param
|
---|
172 | quadratic The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula.
|
---|
173 | */
|
---|
174 | void setAttenuation(Real range, Real constant, Real linear, Real quadratic);
|
---|
175 |
|
---|
176 | /** Returns the absolute upper range of the light.
|
---|
177 | */
|
---|
178 | Real getAttenuationRange(void) const;
|
---|
179 |
|
---|
180 | /** Returns the constant factor in the attenuation formula.
|
---|
181 | */
|
---|
182 | Real getAttenuationConstant(void) const;
|
---|
183 |
|
---|
184 | /** Returns the linear factor in the attenuation formula.
|
---|
185 | */
|
---|
186 | Real getAttenuationLinear(void) const;
|
---|
187 |
|
---|
188 | /** Returns the quadric factor in the attenuation formula.
|
---|
189 | */
|
---|
190 | Real getAttenuationQuadric(void) const;
|
---|
191 |
|
---|
192 | /** Sets the position of the light.
|
---|
193 | @remarks
|
---|
194 | Applicable to point lights and spotlights only.
|
---|
195 | @note
|
---|
196 | This will be overridden if the light is attached to a SceneNode.
|
---|
197 | */
|
---|
198 | void setPosition(Real x, Real y, Real z);
|
---|
199 |
|
---|
200 | /** Sets the position of the light.
|
---|
201 | @remarks
|
---|
202 | Applicable to point lights and spotlights only.
|
---|
203 | @note
|
---|
204 | This will be overridden if the light is attached to a SceneNode.
|
---|
205 | */
|
---|
206 | void setPosition(const Vector3& vec);
|
---|
207 |
|
---|
208 | /** Returns the position of the light.
|
---|
209 | @note
|
---|
210 | Applicable to point lights and spotlights only.
|
---|
211 | */
|
---|
212 | const Vector3& getPosition(void) const;
|
---|
213 |
|
---|
214 | /** Sets the direction in which a light points.
|
---|
215 | @remarks
|
---|
216 | Applicable only to the spotlight and directional light types.
|
---|
217 | @note
|
---|
218 | This will be overridden if the light is attached to a SceneNode.
|
---|
219 | */
|
---|
220 | void setDirection(Real x, Real y, Real z);
|
---|
221 |
|
---|
222 | /** Sets the direction in which a light points.
|
---|
223 | @remarks
|
---|
224 | Applicable only to the spotlight and directional light types.
|
---|
225 | @note
|
---|
226 | This will be overridden if the light is attached to a SceneNode.
|
---|
227 | */
|
---|
228 | void setDirection(const Vector3& vec);
|
---|
229 |
|
---|
230 | /** Returns the light's direction.
|
---|
231 | @remarks
|
---|
232 | Applicable only to the spotlight and directional light types.
|
---|
233 | */
|
---|
234 | const Vector3& getDirection(void) const;
|
---|
235 |
|
---|
236 | /** Sets the range of a spotlight, i.e. the angle of the inner and outer cones and the rate of falloff between them.
|
---|
237 | @param
|
---|
238 | innerAngle Angle covered by the bright inner cone
|
---|
239 | @param
|
---|
240 | outerAngle Angle covered by the outer cone
|
---|
241 | @param
|
---|
242 | falloff The rate of falloff between the inner and outer cones. 1.0 means a linear falloff, less means slower falloff, higher means faster falloff.
|
---|
243 | */
|
---|
244 | void setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff = 1.0);
|
---|
245 | #ifndef OGRE_FORCE_ANGLE_TYPES
|
---|
246 | inline void setSpotlightRange(Real innerAngle, Real outerAngle, Real falloff = 1.0) {
|
---|
247 | setSpotlightRange ( Angle(innerAngle), Angle(outerAngle), falloff );
|
---|
248 | }
|
---|
249 | #endif//OGRE_FORCE_ANGLE_TYPES
|
---|
250 |
|
---|
251 | /** Returns the angle covered by the spotlights inner cone.
|
---|
252 | */
|
---|
253 | const Radian& getSpotlightInnerAngle(void) const;
|
---|
254 |
|
---|
255 | /** Returns the angle covered by the spotlights outer cone.
|
---|
256 | */
|
---|
257 | const Radian& getSpotlightOuterAngle(void) const;
|
---|
258 |
|
---|
259 | /** Returns the falloff between the inner and outer cones of the spotlight.
|
---|
260 | */
|
---|
261 | Real getSpotlightFalloff(void) const;
|
---|
262 |
|
---|
263 | /** Overridden from MovableObject */
|
---|
264 | void _notifyCurrentCamera(Camera* cam);
|
---|
265 |
|
---|
266 | /** Overridden from MovableObject */
|
---|
267 | const AxisAlignedBox& getBoundingBox(void) const;
|
---|
268 |
|
---|
269 | /** Overridden from MovableObject */
|
---|
270 | void _updateRenderQueue(RenderQueue* queue);
|
---|
271 |
|
---|
272 | /** Overridden from MovableObject */
|
---|
273 | const String& getMovableType(void) const;
|
---|
274 |
|
---|
275 | /** Retrieves the position of the light including any transform from nodes it is attached to. */
|
---|
276 | const Vector3& getDerivedPosition(void) const;
|
---|
277 |
|
---|
278 | /** Retrieves the direction of the light including any transform from nodes it is attached to. */
|
---|
279 | const Vector3& getDerivedDirection(void) const;
|
---|
280 |
|
---|
281 | /** Overridden from MovableObject.
|
---|
282 | @remarks
|
---|
283 | Although lights themselves are not 'visible', setting a light to invisible
|
---|
284 | means it no longer affects the scene.
|
---|
285 | */
|
---|
286 | void setVisible(bool visible);
|
---|
287 |
|
---|
288 | /** Overridden from MovableObject */
|
---|
289 | Real getBoundingRadius(void) const { return 0; /* not visible */ }
|
---|
290 |
|
---|
291 | /** Gets the details of this light as a 4D vector.
|
---|
292 | @remarks
|
---|
293 | Getting details of a light as a 4D vector can be useful for
|
---|
294 | doing general calculations between different light types; for
|
---|
295 | example the vector can represent both position lights (w=1.0f)
|
---|
296 | and directional lights (w=0.0f) and be used in the same
|
---|
297 | calculations.
|
---|
298 | */
|
---|
299 | Vector4 getAs4DVector(void) const;
|
---|
300 |
|
---|
301 | /** Internal method for calculating the 'near clip volume', which is
|
---|
302 | the volume formed between the near clip rectangle of the
|
---|
303 | camera and the light.
|
---|
304 | @remarks This volume is a pyramid for a point/spot light and
|
---|
305 | a cuboid for a directional light. It can used to detect whether
|
---|
306 | an object could be casting a shadow on the viewport. Note that
|
---|
307 | the reference returned is to a shared volume which will be
|
---|
308 | reused across calls to this method.
|
---|
309 | */
|
---|
310 | const PlaneBoundedVolume& _getNearClipVolume(const Camera* const cam) const;
|
---|
311 |
|
---|
312 | /** Internal method for calculating the clip volumes outside of the
|
---|
313 | frustum which can be used to determine which objects are casting
|
---|
314 | shadow on the frustum as a whole.
|
---|
315 | @remarks Each of the volumes is a pyramid for a point/spot light and
|
---|
316 | a cuboid for a directional light.
|
---|
317 | */
|
---|
318 | const PlaneBoundedVolumeList& _getFrustumClipVolumes(const Camera* const cam) const;
|
---|
319 |
|
---|
320 |
|
---|
321 |
|
---|
322 | private:
|
---|
323 | /// internal method for synchronising with parent node (if any)
|
---|
324 | void update(void) const;
|
---|
325 | String mName;
|
---|
326 |
|
---|
327 | LightTypes mLightType;
|
---|
328 | Vector3 mPosition;
|
---|
329 | ColourValue mDiffuse;
|
---|
330 | ColourValue mSpecular;
|
---|
331 |
|
---|
332 | Vector3 mDirection;
|
---|
333 |
|
---|
334 | Radian mSpotOuter;
|
---|
335 | Radian mSpotInner;
|
---|
336 | Real mSpotFalloff;
|
---|
337 | Real mRange;
|
---|
338 | Real mAttenuationConst;
|
---|
339 | Real mAttenuationLinear;
|
---|
340 | Real mAttenuationQuad;
|
---|
341 |
|
---|
342 | mutable Vector3 mDerivedPosition;
|
---|
343 | mutable Vector3 mDerivedDirection;
|
---|
344 | /// Stored versions of parent orientation / position
|
---|
345 | mutable Quaternion mLastParentOrientation;
|
---|
346 | mutable Vector3 mLastParentPosition;
|
---|
347 |
|
---|
348 | /// Shared class-level name for Movable type
|
---|
349 | static String msMovableType;
|
---|
350 |
|
---|
351 | mutable PlaneBoundedVolume mNearClipVolume;
|
---|
352 | mutable PlaneBoundedVolumeList mFrustumClipVolumes;
|
---|
353 | /// Is the local transform dirty?
|
---|
354 | mutable bool mLocalTransformDirty;
|
---|
355 |
|
---|
356 |
|
---|
357 |
|
---|
358 | };
|
---|
359 | } // Namespace
|
---|
360 | #endif
|
---|