source: OGRE/trunk/ogrenew/Samples/DeferredShading/include/MLight.h @ 692

Revision 692, 3.4 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/**
2*******************************************************************************
3Copyright (c) W.J. van der Laan
4
5Permission is hereby granted, free of charge, to any person obtaining a copy of
6this software  and associated documentation files (the "Software"), to deal in
7the Software without restriction, including without limitation the rights to use,
8copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
9Software, and to permit persons to whom the Software is furnished to do so, subject
10to the following conditions:
11
12The above copyright notice and this permission notice shall be included in all copies
13or substantial portions of the Software.
14
15THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
16INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
17PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
18HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
19OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
20SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
21*******************************************************************************
22*/
23#ifndef H_WJ_MLight
24#define H_WJ_MLight
25
26#include "OgreCompositorInstance.h"
27#include "OgreSceneManager.h"
28#include "OgreSceneNode.h"
29#include "DeferredShading.h"
30
31/** Renderable minilight. Do not create this directly, but use
32        DeferredShadingSystem::createMLight.
33        XXX support other types of light other than point lights.
34 */
35class MLight: public Ogre::SimpleRenderable
36{
37public:
38        MLight(MaterialGenerator *gen);
39        ~MLight();
40
41        /** Permutatation of light materials
42         */
43        enum MaterialID
44        {
45                MI_QUAD                 = 0x1, // Rendered as fullscreen quad
46                MI_ATTENUATED   = 0x2, // Rendered attenuated
47                MI_SPECULAR             = 0x4  // Specular component is calculated
48        };
49
50        /** Set constant, linear, quadratic Attenuation terms
51         */
52        void setAttenuation(float c, float b, float a);
53
54        /** Set the diffuse colour
55         */
56        void setDiffuseColour(const Ogre::ColourValue &col);
57        void setDiffuseColour(float r=1.0f, float g=1.0f, float b=1.0f, float a=1.0f)
58        {
59                setDiffuseColour(Ogre::ColourValue(r,g,b,a));
60        }
61
62        /** Set the specular colour
63         */
64        void setSpecularColour(const Ogre::ColourValue &col);
65        void setSpecularColour(float r=1.0f, float g=1.0f, float b=1.0f, float a=1.0f)
66        {
67                setSpecularColour(Ogre::ColourValue(r,g,b,a));
68        }
69
70        /** Get diffuse colour.
71        */
72        Ogre::ColourValue getDiffuseColour();
73
74        /** Get specular colour.
75        */
76        Ogre::ColourValue getSpecularColour();
77
78        /** Create geometry for this light.
79        */
80        void rebuildGeometry(float radius);
81
82        /** Create a sphere geometry.
83        */
84        void createSphere(const float r, const int nRings = 16, const int nSegments = 16);
85
86        /** Create a rectangle.
87        */
88        void createRectangle2D();
89
90        /** @copydoc MovableObject::getBoundingRadius */
91        virtual Ogre::Real getBoundingRadius(void) const;
92        /** @copydoc Renderable::getSquaredViewDepth */
93        virtual Ogre::Real getSquaredViewDepth(const Ogre::Camera*) const;
94        /** @copydoc Renderable::getMaterial */
95        virtual const Ogre::MaterialPtr& getMaterial(void) const;
96protected:
97        /// Mode to ignore world orientation/position
98        bool bIgnoreWorld;
99        /// Bounding sphere radius
100        float mRadius;
101        /// Deferred shading system this minilight is part of
102        MaterialGenerator *mGenerator;
103        /// Material permutation
104        size_t mPermutation;
105};
106
107#endif
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