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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