source: OGRE/trunk/ogrenew/Samples/Lighting/include/Lighting.h @ 690

Revision 690, 8.7 KB checked in by mattausch, 18 years ago (diff)

added ogre 1.07 main

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10You may use this sample code for anything you like, it is not covered by the
11LGPL like the rest of the engine.
12-----------------------------------------------------------------------------
13*/
14
15/**
16    \file
17        Lighting.h
18    \brief
19        Shows lighting support in OGRE. Also demonstrates the use of billboards
20        and controllers for automatic time-relative behaviour.
21*/
22
23
24#include "ExampleApplication.h"
25
26
27/** This class turns lights & billboards linked to them on & off */
28class LightFlasher : public ControllerValue<Real>
29{
30protected:
31        Light* mLight;
32        Billboard* mBillboard;
33        ColourValue mMaxColour;
34        Real intensity;
35public:
36        LightFlasher(Light* light, Billboard* billboard, ColourValue maxColour)
37        {
38                mLight = light;
39                mBillboard = billboard;
40                mMaxColour = maxColour;
41        }
42
43        virtual Real  getValue (void) const
44        {
45                return intensity;
46        }
47
48        virtual void  setValue (Real value)
49        {
50                intensity = value;
51
52                ColourValue newColour;
53
54                // Attenuate the brightness of the light
55                newColour.r = mMaxColour.r * intensity;
56                newColour.g = mMaxColour.g * intensity;
57                newColour.b = mMaxColour.b * intensity;
58
59                mLight->setDiffuseColour(newColour);
60                mBillboard->setColour(newColour);
61        }
62};
63
64
65/** Controller function mapping waveform to light intensity */
66class LightFlasherControllerFunction : public WaveformControllerFunction
67{
68public:
69        LightFlasherControllerFunction(WaveformType wavetype, Real frequency, Real phase) : WaveformControllerFunction(wavetype, 0, frequency, phase, 1, true)
70        {
71
72        }
73};
74
75
76// Some global node data
77SceneNode* mRedYellowLightsNode;
78SceneNode* mGreenBlueLightsNode;
79
80// Listener class for frame updates
81class LightingListener : public ExampleFrameListener
82{
83protected:
84public:
85    LightingListener(RenderWindow* win, Camera* cam)
86        : ExampleFrameListener(win, cam)
87    {
88    }
89
90    bool frameStarted(const FrameEvent& evt)
91    {
92        mRedYellowLightsNode->yaw(Degree(evt.timeSinceLastFrame * 10));
93        mGreenBlueLightsNode->pitch(Degree(evt.timeSinceLastFrame * 20));
94        // Call superclass
95        return ExampleFrameListener::frameStarted(evt);
96    }
97};
98
99/** Application class */
100class LightingApplication : public ExampleApplication
101{
102protected:
103
104        // The set of all the billboards used for the lights
105    // 2 sets because we'll rotate them differently
106        BillboardSet* mRedYellowLights;
107        BillboardSet* mGreenBlueLights;
108
109        // Billboards
110        Billboard* mRedLightBoard;
111        Billboard* mBlueLightBoard;
112        Billboard* mYellowLightBoard;
113        Billboard* mGreenLightBoard;
114
115        // Lights
116        Light* mRedLight;
117        Light* mBlueLight;
118        Light* mYellowLight;
119        Light* mGreenLight;
120
121
122        // Light flashers
123        ControllerValueRealPtr mRedLightFlasher;
124        ControllerValueRealPtr mBlueLightFlasher;
125        ControllerValueRealPtr mYellowLightFlasher;
126        ControllerValueRealPtr mGreenLightFlasher;
127
128        // Light controller functions
129        ControllerFunctionRealPtr mRedLightControllerFunc;
130        ControllerFunctionRealPtr mBlueLightControllerFunc;
131        ControllerFunctionRealPtr mYellowLightControllerFunc;
132        ControllerFunctionRealPtr mGreenLightControllerFunc;
133
134        // Light controllers
135        Controller<Real>* mRedLightController;
136        Controller<Real>* mBlueLightController;
137        Controller<Real>* mYellowLightController;
138        Controller<Real>* mGreenLightController;
139
140        void createScene(void)
141    {
142                // Set a very low level of ambient lighting
143                mSceneMgr->setAmbientLight(ColourValue(0.1, 0.1, 0.1));
144
145        // Use the "Space" skybox
146        mSceneMgr->setSkyBox(true, "Examples/SpaceSkyBox");
147
148                // Load ogre head
149                Entity* head = mSceneMgr->createEntity("head", "ogrehead.mesh");
150
151                // Attach the head to the scene
152                mSceneMgr->getRootSceneNode()->attachObject(head);
153
154                // Create nodes for the lights to be rotated with
155        mRedYellowLightsNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
156        mGreenBlueLightsNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
157
158
159        // First create the BillboardSets. This will define the materials for the billboards
160                // in its set to use
161                mRedYellowLights = mSceneMgr->createBillboardSet("RedYellowLights");
162                mRedYellowLights->setMaterialName("Examples/Flare");
163                mRedYellowLightsNode->attachObject(mRedYellowLights);
164
165                mGreenBlueLights = mSceneMgr->createBillboardSet("GreenBlueLights");
166                mGreenBlueLights->setMaterialName("Examples/Flare");
167                mGreenBlueLightsNode->attachObject(mGreenBlueLights);
168
169                // Red light billboard, in "off" state
170                Vector3 redLightPosition(78, -8, -70);
171                mRedLightBoard = mRedYellowLights->createBillboard(redLightPosition);
172                mRedLightBoard->setColour(ColourValue::Black);
173
174
175                // Blue light billboard, in "off" state
176                Vector3 blueLightPosition(-90, -8, -70);
177                mBlueLightBoard = mGreenBlueLights->createBillboard(blueLightPosition);
178                mBlueLightBoard->setColour(ColourValue::Black);
179
180
181                // Yellow light billboard, in "off" state
182                Vector3 yellowLightPosition(-4.5, 30, -80);
183                mYellowLightBoard = mRedYellowLights->createBillboard(yellowLightPosition);
184                mYellowLightBoard->setColour(ColourValue::Black);
185
186                // Green light billboard, in "off" state
187                Vector3 greenLightPosition(50, 70, 80);
188                mGreenLightBoard = mGreenBlueLights->createBillboard(greenLightPosition);
189                mGreenLightBoard->setColour(ColourValue::Black);
190
191                // Red light, in "off" state
192                mRedLight = mSceneMgr->createLight("RedFlyingLight");
193                mRedLight->setType(Light::LT_POINT);
194                mRedLight->setPosition(redLightPosition);
195                mRedLight->setDiffuseColour(ColourValue::Black);
196                mRedYellowLightsNode->attachObject(mRedLight);
197
198                // Blue light, in "off" state
199                mBlueLight = mSceneMgr->createLight("BlueFlyingLight");
200                mBlueLight->setType(Light::LT_POINT);
201                mBlueLight->setPosition(blueLightPosition);
202                mBlueLight->setDiffuseColour(ColourValue::Black);
203                mGreenBlueLightsNode->attachObject(mBlueLight);
204
205                // Yellow light in "off" state
206                mYellowLight = mSceneMgr->createLight("YellowFlyingLight");
207                mYellowLight->setType(Light::LT_POINT);
208                mYellowLight->setPosition(yellowLightPosition);
209                mYellowLight->setDiffuseColour(ColourValue::Black);
210                mRedYellowLightsNode->attachObject(mYellowLight);
211
212                // Yellow light in "off" state
213                mGreenLight = mSceneMgr->createLight("GreenFlyingLight");
214                mGreenLight->setType(Light::LT_POINT);
215                mGreenLight->setPosition(greenLightPosition);
216                mGreenLight->setDiffuseColour(ColourValue::Black);
217                mGreenBlueLightsNode->attachObject(mGreenLight);
218
219                // Light flashers
220                mRedLightFlasher = ControllerValueRealPtr(
221            new LightFlasher(mRedLight, mRedLightBoard, ColourValue::Red));
222                mBlueLightFlasher = ControllerValueRealPtr(
223            new LightFlasher(mBlueLight, mBlueLightBoard, ColourValue::Blue));
224                mYellowLightFlasher = ControllerValueRealPtr(
225            new LightFlasher(mYellowLight, mYellowLightBoard, ColourValue(1.0, 1.0, 0.0)));
226                mGreenLightFlasher = ControllerValueRealPtr(
227            new LightFlasher(mGreenLight, mGreenLightBoard, ColourValue::Green));
228
229                // Light controller functions
230                mRedLightControllerFunc = ControllerFunctionRealPtr(
231            new LightFlasherControllerFunction(Ogre::WFT_SINE, 0.5, 0.0));
232                mBlueLightControllerFunc = ControllerFunctionRealPtr(
233            new LightFlasherControllerFunction(Ogre::WFT_SINE, 0.75, 0.5));
234                mYellowLightControllerFunc = ControllerFunctionRealPtr(
235            new LightFlasherControllerFunction(Ogre::WFT_TRIANGLE, 0.25, 0.0));
236                mGreenLightControllerFunc = ControllerFunctionRealPtr(
237            new LightFlasherControllerFunction(Ogre::WFT_SINE, 0.25, 0.5));
238
239                // Light controllers
240                ControllerManager* mControllerManager = &ControllerManager::getSingleton();
241                mRedLightController = mControllerManager->createController(mControllerManager->getFrameTimeSource(), mRedLightFlasher, mRedLightControllerFunc);
242                mBlueLightController = mControllerManager->createController(mControllerManager->getFrameTimeSource(), mBlueLightFlasher, mBlueLightControllerFunc);
243                mYellowLightController = mControllerManager->createController(mControllerManager->getFrameTimeSource(), mYellowLightFlasher, mYellowLightControllerFunc);
244                mGreenLightController = mControllerManager->createController(mControllerManager->getFrameTimeSource(), mGreenLightFlasher, mGreenLightControllerFunc);
245
246    }
247
248        void createFrameListener(void)
249    {
250                // This is where we instantiate our own frame listener
251        mFrameListener= new LightingListener(mWindow, mCamera);
252        mRoot->addFrameListener(mFrameListener);
253
254    }
255
256};
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