[1809] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #ifndef _LIGHT_H__
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| 26 | #define _LIGHT_H__
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| 27 |
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| 28 | #include "OgrePrerequisites.h"
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| 29 |
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| 30 | #include "OgreColourValue.h"
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| 31 | #include "OgreVector3.h"
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| 32 | #include "OgreVector4.h"
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| 33 | #include "OgreString.h"
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| 34 | #include "OgreMovableObject.h"
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| 35 | #include "OgrePlaneBoundedVolume.h"
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| 36 |
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| 37 | namespace Ogre {
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| 38 |
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| 39 |
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| 40 | /** Representation of a dynamic light source in the scene.
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| 41 | @remarks
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| 42 | Lights are added to the scene like any other object. They contain various
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| 43 | parameters like type, position, attenuation (how light intensity fades with
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| 44 | distance), colour etc.
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| 45 | @par
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| 46 | The defaults when a light is created is pure white diffues light, with no
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| 47 | attenuation (does not decrease with distance) and a range of 1000 world units.
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| 48 | @par
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| 49 | Lights are created by using the SceneManager::createLight method. They can subsequently be
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| 50 | added to a SceneNode if required to allow them to move relative to a node in the scene. A light attached
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| 51 | to a SceneNode is assumed to havea base position of (0,0,0) and a direction of (0,0,1) before modification
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| 52 | by the SceneNode's own orientation. If not attached to a SceneNode,
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| 53 | the light's position and direction is as set using setPosition and setDirection.
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| 54 | @par
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| 55 | Remember also that dynamic lights rely on modifying the colour of vertices based on the position of
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| 56 | the light compared to an object's vertex normals. Dynamic lighting will only look good if the
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| 57 | object being lit has a fair level of tesselation and the normals are properly set. This is particularly
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| 58 | true for the spotlight which will only look right on highly tesselated models. In the future OGRE may be
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| 59 | extended for certain scene types so an alternative to the standard dynamic lighting may be used, such
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| 60 | as dynamic lightmaps.
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| 61 | */
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| 62 | class _OgreExport Light : public MovableObject
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| 63 | {
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| 64 | public:
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| 65 | /// Temp tag used for sorting
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| 66 | Real tempSquareDist;
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| 67 |
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| 68 | /// Defines the type of light
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| 69 | enum LightTypes
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| 70 | {
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| 71 | /// Point light sources give off light equally in all directions, so require only position not direction
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| 72 | LT_POINT,
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| 73 | /// Directional lights simulate parallel light beams from a distant source, hence have direction but no position
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| 74 | LT_DIRECTIONAL,
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| 75 | /// Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff
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| 76 | LT_SPOTLIGHT
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| 77 | };
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| 78 |
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| 79 | /** Default constructor (for Python mainly).
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| 80 | */
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| 81 | Light();
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| 82 |
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| 83 | /** Normal constructor. Should not be called directly, but rather the SceneManager::createLight method should be used.
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| 84 | */
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| 85 | Light(const String& name);
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| 86 |
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| 87 | /** Standard destructor.
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| 88 | */
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| 89 | ~Light();
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| 90 |
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| 91 | /** Sets the type of light - see LightTypes for more info.
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| 92 | */
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| 93 | void setType(LightTypes type);
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| 94 |
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| 95 | /** Returns the light type.
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| 96 | */
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| 97 | LightTypes getType(void) const;
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| 98 |
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| 99 | /** Sets the colour of the diffuse light given off by this source.
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| 100 | @remarks
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| 101 | Material objects have ambient, diffuse and specular values which indicate how much of each type of
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| 102 | light an object reflects. This value denotes the amount and colour of this type of light the light
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| 103 | exudes into the scene. The actual appearance of objects is a combination of the two.
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| 104 | @par
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| 105 | Diffuse light simulates the typical light emenating from light sources and affects the base colour
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| 106 | of objects together with ambient light.
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| 107 | */
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| 108 | void setDiffuseColour(Real red, Real green, Real blue);
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| 109 |
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| 110 | /** Sets the colour of the diffuse light given off by this source.
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| 111 | @remarks
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| 112 | Material objects have ambient, diffuse and specular values which indicate how much of each type of
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| 113 | light an object reflects. This value denotes the amount and colour of this type of light the light
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| 114 | exudes into the scene. The actual appearance of objects is a combination of the two.
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| 115 | @par
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| 116 | Diffuse light simulates the typical light emenating from light sources and affects the base colour
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| 117 | of objects together with ambient light.
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| 118 | */
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| 119 | void setDiffuseColour(const ColourValue& colour);
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| 120 |
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| 121 | /** Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info).
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| 122 | */
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| 123 | const ColourValue& getDiffuseColour(void) const;
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| 124 |
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| 125 | /** Sets the colour of the specular light given off by this source.
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| 126 | @remarks
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| 127 | Material objects have ambient, diffuse and specular values which indicate how much of each type of
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| 128 | light an object reflects. This value denotes the amount and colour of this type of light the light
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| 129 | exudes into the scene. The actual appearance of objects is a combination of the two.
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| 130 | @par
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| 131 | Specular light affects the appearance of shiny highlights on objects, and is also dependent on the
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| 132 | 'shininess' Material value.
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| 133 | */
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| 134 | void setSpecularColour(Real red, Real green, Real blue);
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| 135 |
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| 136 | /** Sets the colour of the specular light given off by this source.
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| 137 | @remarks
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| 138 | Material objects have ambient, diffuse and specular values which indicate how much of each type of
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| 139 | light an object reflects. This value denotes the amount and colour of this type of light the light
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| 140 | exudes into the scene. The actual appearance of objects is a combination of the two.
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| 141 | @par
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| 142 | Specular light affects the appearance of shiny highlights on objects, and is also dependent on the
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| 143 | 'shininess' Material value.
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| 144 | */
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| 145 | void setSpecularColour(const ColourValue& colour);
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| 146 |
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| 147 | /** Returns the colour of specular light given off by this light source.
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| 148 | */
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| 149 | const ColourValue& getSpecularColour(void) const;
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| 150 |
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| 151 | /** Sets the attenuation parameters of the light source ie how it diminishes with distance.
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| 152 | @remarks
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| 153 | Lights normally get fainter the further they are away. Also, each light is given a maximum range
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| 154 | beyond which it cannot affect any objects.
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| 155 | @par
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| 156 | Light attentuation is not applicable to directional lights since they have an infinite range and
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| 157 | constant intensity.
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| 158 | @par
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| 159 | This follows a standard attenuation approach - see any good 3D text for the details of what they mean
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| 160 | since i don't have room here!
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| 161 | @param
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| 162 | range The absolute upper range of the light in world units
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| 163 | @param
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| 164 | constant The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation
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| 165 | @param
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| 166 | linear The linear factor in the attenuation formula: 1 means attenuate evenly over the distance
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| 167 | @param
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| 168 | quadratic The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula.
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| 169 | */
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| 170 | void setAttenuation(Real range, Real constant, Real linear, Real quadratic);
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| 171 |
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| 172 | /** Returns the absolute upper range of the light.
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| 173 | */
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| 174 | Real getAttenuationRange(void) const;
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| 175 |
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| 176 | /** Returns the constant factor in the attenuation formula.
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| 177 | */
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| 178 | Real getAttenuationConstant(void) const;
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| 179 |
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| 180 | /** Returns the linear factor in the attenuation formula.
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| 181 | */
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| 182 | Real getAttenuationLinear(void) const;
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| 183 |
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| 184 | /** Returns the quadric factor in the attenuation formula.
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| 185 | */
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| 186 | Real getAttenuationQuadric(void) const;
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| 187 |
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| 188 | /** Sets the position of the light.
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| 189 | @remarks
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| 190 | Applicable to point lights and spotlights only.
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| 191 | @note
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| 192 | This will be overridden if the light is attached to a SceneNode.
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| 193 | */
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| 194 | void setPosition(Real x, Real y, Real z);
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| 195 |
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| 196 | /** Sets the position of the light.
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| 197 | @remarks
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| 198 | Applicable to point lights and spotlights only.
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| 199 | @note
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| 200 | This will be overridden if the light is attached to a SceneNode.
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| 201 | */
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| 202 | void setPosition(const Vector3& vec);
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| 203 |
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| 204 | /** Returns the position of the light.
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| 205 | @note
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| 206 | Applicable to point lights and spotlights only.
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| 207 | */
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| 208 | const Vector3& getPosition(void) const;
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| 209 |
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| 210 | /** Sets the direction in which a light points.
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| 211 | @remarks
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| 212 | Applicable only to the spotlight and directional light types.
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| 213 | @note
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| 214 | This will be overridden if the light is attached to a SceneNode.
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| 215 | */
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| 216 | void setDirection(Real x, Real y, Real z);
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| 217 |
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| 218 | /** Sets the direction in which a light points.
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| 219 | @remarks
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| 220 | Applicable only to the spotlight and directional light types.
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| 221 | @note
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| 222 | This will be overridden if the light is attached to a SceneNode.
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| 223 | */
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| 224 | void setDirection(const Vector3& vec);
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| 225 |
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| 226 | /** Returns the light's direction.
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| 227 | @remarks
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| 228 | Applicable only to the spotlight and directional light types.
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| 229 | */
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| 230 | const Vector3& getDirection(void) const;
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| 231 |
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| 232 | /** Sets the range of a spotlight, i.e. the angle of the inner and outer cones and the rate of falloff between them.
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| 233 | @param
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| 234 | innerAngle Angle covered by the bright inner cone
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| 235 | @node
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| 236 | The inner cone applicable only to Direct3D, it'll always treat as zero in OpenGL.
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| 237 | @param
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| 238 | outerAngle Angle covered by the outer cone
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| 239 | @param
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| 240 | 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.
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| 241 | */
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| 242 | void setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff = 1.0);
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| 243 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 244 | inline void setSpotlightRange(Real innerAngle, Real outerAngle, Real falloff = 1.0) {
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| 245 | setSpotlightRange ( Angle(innerAngle), Angle(outerAngle), falloff );
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| 246 | }
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| 247 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 248 |
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| 249 | /** Returns the angle covered by the spotlights inner cone.
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| 250 | */
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| 251 | const Radian& getSpotlightInnerAngle(void) const;
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| 252 |
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| 253 | /** Returns the angle covered by the spotlights outer cone.
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| 254 | */
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| 255 | const Radian& getSpotlightOuterAngle(void) const;
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| 256 |
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| 257 | /** Returns the falloff between the inner and outer cones of the spotlight.
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| 258 | */
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| 259 | Real getSpotlightFalloff(void) const;
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| 260 |
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| 261 | /** Sets the angle covered by the spotlights inner cone.
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| 262 | */
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| 263 | void setSpotlightInnerAngle(const Radian& val);
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| 264 |
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| 265 | /** Sets the angle covered by the spotlights outer cone.
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| 266 | */
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| 267 | void setSpotlightOuterAngle(const Radian& val);
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| 268 |
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| 269 | /** Sets the falloff between the inner and outer cones of the spotlight.
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| 270 | */
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| 271 | void setSpotlightFalloff(Real val);
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| 272 |
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| 273 | /** Set a scaling factor to indicate the relative power of a light.
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| 274 | @remarks
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| 275 | This factor is only useful in High Dynamic Range (HDR) rendering.
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| 276 | You can bind it to a shader variable to take it into account,
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| 277 | @see GpuProgramParameters
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| 278 | @param power The power rating of this light, default is 1.0.
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| 279 | */
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| 280 | void setPowerScale(Real power);
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| 281 |
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| 282 | /** Set the scaling factor which indicates the relative power of a
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| 283 | light.
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| 284 | */
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| 285 | Real getPowerScale(void) const;
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| 286 |
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| 287 | /** Overridden from MovableObject */
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| 288 | const AxisAlignedBox& getBoundingBox(void) const;
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| 289 |
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| 290 | /** Overridden from MovableObject */
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| 291 | void _updateRenderQueue(RenderQueue* queue);
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| 292 |
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| 293 | /** Overridden from MovableObject */
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| 294 | const String& getMovableType(void) const;
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| 295 |
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| 296 | /** Retrieves the position of the light including any transform from nodes it is attached to. */
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| 297 | const Vector3& getDerivedPosition(void) const;
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| 298 |
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| 299 | /** Retrieves the direction of the light including any transform from nodes it is attached to. */
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| 300 | const Vector3& getDerivedDirection(void) const;
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| 301 |
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| 302 | /** Overridden from MovableObject.
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| 303 | @remarks
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| 304 | Although lights themselves are not 'visible', setting a light to invisible
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| 305 | means it no longer affects the scene.
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| 306 | */
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| 307 | void setVisible(bool visible);
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| 308 |
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| 309 | /** Overridden from MovableObject */
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| 310 | Real getBoundingRadius(void) const { return 0; /* not visible */ }
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| 311 |
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| 312 | /** Gets the details of this light as a 4D vector.
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| 313 | @remarks
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| 314 | Getting details of a light as a 4D vector can be useful for
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| 315 | doing general calculations between different light types; for
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| 316 | example the vector can represent both position lights (w=1.0f)
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| 317 | and directional lights (w=0.0f) and be used in the same
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| 318 | calculations.
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| 319 | */
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| 320 | Vector4 getAs4DVector(void) const;
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| 321 |
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| 322 | /** Internal method for calculating the 'near clip volume', which is
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| 323 | the volume formed between the near clip rectangle of the
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| 324 | camera and the light.
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| 325 | @remarks This volume is a pyramid for a point/spot light and
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| 326 | a cuboid for a directional light. It can used to detect whether
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| 327 | an object could be casting a shadow on the viewport. Note that
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| 328 | the reference returned is to a shared volume which will be
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| 329 | reused across calls to this method.
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| 330 | */
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| 331 | virtual const PlaneBoundedVolume& _getNearClipVolume(const Camera* const cam) const;
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| 332 |
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| 333 | /** Internal method for calculating the clip volumes outside of the
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| 334 | frustum which can be used to determine which objects are casting
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| 335 | shadow on the frustum as a whole.
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| 336 | @remarks Each of the volumes is a pyramid for a point/spot light and
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| 337 | a cuboid for a directional light.
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| 338 | */
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| 339 | virtual const PlaneBoundedVolumeList& _getFrustumClipVolumes(const Camera* const cam) const;
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| 340 |
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| 341 | /// Override to return specific type flag
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| 342 | uint32 getTypeFlags(void) const;
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| 343 |
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| 344 | /// @copydoc AnimableObject::createAnimableValue
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| 345 | AnimableValuePtr createAnimableValue(const String& valueName);
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| 346 |
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| 347 | protected:
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| 348 | /// internal method for synchronising with parent node (if any)
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| 349 | virtual void update(void) const;
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| 350 |
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| 351 | /// @copydoc AnimableObject::getAnimableDictionaryName
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| 352 | const String& getAnimableDictionaryName(void) const;
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| 353 | /// @copydoc AnimableObject::initialiseAnimableDictionary
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| 354 | void initialiseAnimableDictionary(StringVector& vec) const;
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| 355 |
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| 356 | LightTypes mLightType;
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| 357 | Vector3 mPosition;
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| 358 | ColourValue mDiffuse;
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| 359 | ColourValue mSpecular;
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| 360 |
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| 361 | Vector3 mDirection;
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| 362 |
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| 363 | Radian mSpotOuter;
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| 364 | Radian mSpotInner;
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| 365 | Real mSpotFalloff;
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| 366 | Real mRange;
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| 367 | Real mAttenuationConst;
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| 368 | Real mAttenuationLinear;
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| 369 | Real mAttenuationQuad;
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| 370 | Real mPowerScale;
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| 371 |
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| 372 | mutable Vector3 mDerivedPosition;
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| 373 | mutable Vector3 mDerivedDirection;
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| 374 | /// Stored versions of parent orientation / position
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| 375 | mutable Quaternion mLastParentOrientation;
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| 376 | mutable Vector3 mLastParentPosition;
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| 377 |
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| 378 | /// Shared class-level name for Movable type
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| 379 | static String msMovableType;
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| 380 |
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| 381 | mutable PlaneBoundedVolume mNearClipVolume;
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| 382 | mutable PlaneBoundedVolumeList mFrustumClipVolumes;
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| 383 | /// Is the local transform dirty?
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| 384 | mutable bool mLocalTransformDirty;
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| 385 |
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| 386 |
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| 387 |
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| 388 | };
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| 389 |
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| 390 | /** Factory object for creating Light instances */
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| 391 | class _OgreExport LightFactory : public MovableObjectFactory
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| 392 | {
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| 393 | protected:
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| 394 | MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params);
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| 395 | public:
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| 396 | LightFactory() {}
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| 397 | ~LightFactory() {}
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| 398 |
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| 399 | static String FACTORY_TYPE_NAME;
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| 400 |
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| 401 | const String& getType(void) const;
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| 402 | void destroyInstance( MovableObject* obj);
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| 403 |
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| 404 | };
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| 405 |
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| 406 | } // Namespace
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| 407 | #endif
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