[5] | 1 | /* |
---|
| 2 | ----------------------------------------------------------------------------- |
---|
| 3 | This source file is part of OGRE |
---|
| 4 | (Object-oriented Graphics Rendering Engine) |
---|
| 5 | For the latest info, see http://www.ogre3d.org/ |
---|
| 6 | |
---|
| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
---|
| 8 | Also see acknowledgements in Readme.html |
---|
| 9 | |
---|
| 10 | This program is free software; you can redistribute it and/or modify it under |
---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later |
---|
| 13 | version. |
---|
| 14 | |
---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
---|
| 18 | |
---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with |
---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
---|
| 22 | http://www.gnu.org/copyleft/lesser.txt. |
---|
| 23 | |
---|
| 24 | You may alternatively use this source under the terms of a specific version of |
---|
| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
---|
| 26 | Torus Knot Software Ltd. |
---|
| 27 | ----------------------------------------------------------------------------- |
---|
| 28 | */ |
---|
| 29 | #ifndef _LIGHT_H__ |
---|
| 30 | #define _LIGHT_H__ |
---|
| 31 | |
---|
| 32 | #include "OgrePrerequisites.h" |
---|
| 33 | |
---|
| 34 | #include "OgreColourValue.h" |
---|
| 35 | #include "OgreVector3.h" |
---|
| 36 | #include "OgreVector4.h" |
---|
| 37 | #include "OgreString.h" |
---|
| 38 | #include "OgreMovableObject.h" |
---|
| 39 | #include "OgrePlaneBoundedVolume.h" |
---|
| 40 | #include "OgreShadowCameraSetup.h" |
---|
| 41 | |
---|
| 42 | namespace Ogre { |
---|
| 43 | |
---|
| 44 | |
---|
| 45 | /** Representation of a dynamic light source in the scene. |
---|
| 46 | @remarks |
---|
| 47 | Lights are added to the scene like any other object. They contain various |
---|
| 48 | parameters like type, position, attenuation (how light intensity fades with |
---|
| 49 | distance), colour etc. |
---|
| 50 | @par |
---|
| 51 | The defaults when a light is created is pure white diffues light, with no |
---|
| 52 | attenuation (does not decrease with distance) and a range of 1000 world units. |
---|
| 53 | @par |
---|
| 54 | Lights are created by using the SceneManager::createLight method. They can subsequently be |
---|
| 55 | added to a SceneNode if required to allow them to move relative to a node in the scene. A light attached |
---|
| 56 | to a SceneNode is assumed to havea base position of (0,0,0) and a direction of (0,0,1) before modification |
---|
| 57 | by the SceneNode's own orientation. If not attached to a SceneNode, |
---|
| 58 | the light's position and direction is as set using setPosition and setDirection. |
---|
| 59 | @par |
---|
| 60 | Remember also that dynamic lights rely on modifying the colour of vertices based on the position of |
---|
| 61 | the light compared to an object's vertex normals. Dynamic lighting will only look good if the |
---|
| 62 | object being lit has a fair level of tesselation and the normals are properly set. This is particularly |
---|
| 63 | true for the spotlight which will only look right on highly tesselated models. In the future OGRE may be |
---|
| 64 | extended for certain scene types so an alternative to the standard dynamic lighting may be used, such |
---|
| 65 | as dynamic lightmaps. |
---|
| 66 | */ |
---|
| 67 | class _OgreExport Light : public MovableObject |
---|
| 68 | { |
---|
| 69 | public: |
---|
| 70 | /// Temp tag used for sorting |
---|
| 71 | Real tempSquareDist; |
---|
| 72 | |
---|
| 73 | /// Defines the type of light |
---|
| 74 | enum LightTypes |
---|
| 75 | { |
---|
| 76 | /// Point light sources give off light equally in all directions, so require only position not direction |
---|
| 77 | LT_POINT, |
---|
| 78 | /// Directional lights simulate parallel light beams from a distant source, hence have direction but no position |
---|
| 79 | LT_DIRECTIONAL, |
---|
| 80 | /// Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff |
---|
| 81 | LT_SPOTLIGHT |
---|
| 82 | }; |
---|
| 83 | |
---|
| 84 | /** Default constructor (for Python mainly). |
---|
| 85 | */ |
---|
| 86 | Light(); |
---|
| 87 | |
---|
| 88 | /** Normal constructor. Should not be called directly, but rather the SceneManager::createLight method should be used. |
---|
| 89 | */ |
---|
| 90 | Light(const String& name); |
---|
| 91 | |
---|
| 92 | /** Standard destructor. |
---|
| 93 | */ |
---|
| 94 | ~Light(); |
---|
| 95 | |
---|
| 96 | /** Sets the type of light - see LightTypes for more info. |
---|
| 97 | */ |
---|
| 98 | void setType(LightTypes type); |
---|
| 99 | |
---|
| 100 | /** Returns the light type. |
---|
| 101 | */ |
---|
| 102 | LightTypes getType(void) const; |
---|
| 103 | |
---|
| 104 | /** Sets the colour of the diffuse light given off by this source. |
---|
| 105 | @remarks |
---|
| 106 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
---|
| 107 | light an object reflects. This value denotes the amount and colour of this type of light the light |
---|
| 108 | exudes into the scene. The actual appearance of objects is a combination of the two. |
---|
| 109 | @par |
---|
| 110 | Diffuse light simulates the typical light emenating from light sources and affects the base colour |
---|
| 111 | of objects together with ambient light. |
---|
| 112 | */ |
---|
| 113 | void setDiffuseColour(Real red, Real green, Real blue); |
---|
| 114 | |
---|
| 115 | /** Sets the colour of the diffuse light given off by this source. |
---|
| 116 | @remarks |
---|
| 117 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
---|
| 118 | light an object reflects. This value denotes the amount and colour of this type of light the light |
---|
| 119 | exudes into the scene. The actual appearance of objects is a combination of the two. |
---|
| 120 | @par |
---|
| 121 | Diffuse light simulates the typical light emenating from light sources and affects the base colour |
---|
| 122 | of objects together with ambient light. |
---|
| 123 | */ |
---|
| 124 | void setDiffuseColour(const ColourValue& colour); |
---|
| 125 | |
---|
| 126 | /** Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info). |
---|
| 127 | */ |
---|
| 128 | const ColourValue& getDiffuseColour(void) const; |
---|
| 129 | |
---|
| 130 | /** Sets the colour of the specular light given off by this source. |
---|
| 131 | @remarks |
---|
| 132 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
---|
| 133 | light an object reflects. This value denotes the amount and colour of this type of light the light |
---|
| 134 | exudes into the scene. The actual appearance of objects is a combination of the two. |
---|
| 135 | @par |
---|
| 136 | Specular light affects the appearance of shiny highlights on objects, and is also dependent on the |
---|
| 137 | 'shininess' Material value. |
---|
| 138 | */ |
---|
| 139 | void setSpecularColour(Real red, Real green, Real blue); |
---|
| 140 | |
---|
| 141 | /** Sets the colour of the specular light given off by this source. |
---|
| 142 | @remarks |
---|
| 143 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
---|
| 144 | light an object reflects. This value denotes the amount and colour of this type of light the light |
---|
| 145 | exudes into the scene. The actual appearance of objects is a combination of the two. |
---|
| 146 | @par |
---|
| 147 | Specular light affects the appearance of shiny highlights on objects, and is also dependent on the |
---|
| 148 | 'shininess' Material value. |
---|
| 149 | */ |
---|
| 150 | void setSpecularColour(const ColourValue& colour); |
---|
| 151 | |
---|
| 152 | /** Returns the colour of specular light given off by this light source. |
---|
| 153 | */ |
---|
| 154 | const ColourValue& getSpecularColour(void) const; |
---|
| 155 | |
---|
| 156 | /** Sets the attenuation parameters of the light source ie how it diminishes with distance. |
---|
| 157 | @remarks |
---|
| 158 | Lights normally get fainter the further they are away. Also, each light is given a maximum range |
---|
| 159 | beyond which it cannot affect any objects. |
---|
| 160 | @par |
---|
| 161 | Light attentuation is not applicable to directional lights since they have an infinite range and |
---|
| 162 | constant intensity. |
---|
| 163 | @par |
---|
| 164 | This follows a standard attenuation approach - see any good 3D text for the details of what they mean |
---|
| 165 | since i don't have room here! |
---|
| 166 | @param |
---|
| 167 | range The absolute upper range of the light in world units |
---|
| 168 | @param |
---|
| 169 | constant The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation |
---|
| 170 | @param |
---|
| 171 | linear The linear factor in the attenuation formula: 1 means attenuate evenly over the distance |
---|
| 172 | @param |
---|
| 173 | quadratic The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula. |
---|
| 174 | */ |
---|
| 175 | void setAttenuation(Real range, Real constant, Real linear, Real quadratic); |
---|
| 176 | |
---|
| 177 | /** Returns the absolute upper range of the light. |
---|
| 178 | */ |
---|
| 179 | Real getAttenuationRange(void) const; |
---|
| 180 | |
---|
| 181 | /** Returns the constant factor in the attenuation formula. |
---|
| 182 | */ |
---|
| 183 | Real getAttenuationConstant(void) const; |
---|
| 184 | |
---|
| 185 | /** Returns the linear factor in the attenuation formula. |
---|
| 186 | */ |
---|
| 187 | Real getAttenuationLinear(void) const; |
---|
| 188 | |
---|
| 189 | /** Returns the quadric factor in the attenuation formula. |
---|
| 190 | */ |
---|
| 191 | Real getAttenuationQuadric(void) const; |
---|
| 192 | |
---|
| 193 | /** Sets the position of the light. |
---|
| 194 | @remarks |
---|
| 195 | Applicable to point lights and spotlights only. |
---|
| 196 | @note |
---|
| 197 | This will be overridden if the light is attached to a SceneNode. |
---|
| 198 | */ |
---|
| 199 | void setPosition(Real x, Real y, Real z); |
---|
| 200 | |
---|
| 201 | /** Sets the position of the light. |
---|
| 202 | @remarks |
---|
| 203 | Applicable to point lights and spotlights only. |
---|
| 204 | @note |
---|
| 205 | This will be overridden if the light is attached to a SceneNode. |
---|
| 206 | */ |
---|
| 207 | void setPosition(const Vector3& vec); |
---|
| 208 | |
---|
| 209 | /** Returns the position of the light. |
---|
| 210 | @note |
---|
| 211 | Applicable to point lights and spotlights only. |
---|
| 212 | */ |
---|
| 213 | const Vector3& getPosition(void) const; |
---|
| 214 | |
---|
| 215 | /** Sets the direction in which a light points. |
---|
| 216 | @remarks |
---|
| 217 | Applicable only to the spotlight and directional light types. |
---|
| 218 | @note |
---|
| 219 | This will be overridden if the light is attached to a SceneNode. |
---|
| 220 | */ |
---|
| 221 | void setDirection(Real x, Real y, Real z); |
---|
| 222 | |
---|
| 223 | /** Sets the direction in which a light points. |
---|
| 224 | @remarks |
---|
| 225 | Applicable only to the spotlight and directional light types. |
---|
| 226 | @note |
---|
| 227 | This will be overridden if the light is attached to a SceneNode. |
---|
| 228 | */ |
---|
| 229 | void setDirection(const Vector3& vec); |
---|
| 230 | |
---|
| 231 | /** Returns the light's direction. |
---|
| 232 | @remarks |
---|
| 233 | Applicable only to the spotlight and directional light types. |
---|
| 234 | */ |
---|
| 235 | const Vector3& getDirection(void) const; |
---|
| 236 | |
---|
| 237 | /** Sets the range of a spotlight, i.e. the angle of the inner and outer cones and the rate of falloff between them. |
---|
| 238 | @param |
---|
| 239 | innerAngle Angle covered by the bright inner cone |
---|
| 240 | @node |
---|
| 241 | The inner cone applicable only to Direct3D, it'll always treat as zero in OpenGL. |
---|
| 242 | @param |
---|
| 243 | outerAngle Angle covered by the outer cone |
---|
| 244 | @param |
---|
| 245 | 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. |
---|
| 246 | */ |
---|
| 247 | void setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff = 1.0); |
---|
| 248 | #ifndef OGRE_FORCE_ANGLE_TYPES |
---|
| 249 | inline void setSpotlightRange(Real innerAngle, Real outerAngle, Real falloff = 1.0) { |
---|
| 250 | setSpotlightRange ( Angle(innerAngle), Angle(outerAngle), falloff ); |
---|
| 251 | } |
---|
| 252 | #endif//OGRE_FORCE_ANGLE_TYPES |
---|
| 253 | |
---|
| 254 | /** Returns the angle covered by the spotlights inner cone. |
---|
| 255 | */ |
---|
| 256 | const Radian& getSpotlightInnerAngle(void) const; |
---|
| 257 | |
---|
| 258 | /** Returns the angle covered by the spotlights outer cone. |
---|
| 259 | */ |
---|
| 260 | const Radian& getSpotlightOuterAngle(void) const; |
---|
| 261 | |
---|
| 262 | /** Returns the falloff between the inner and outer cones of the spotlight. |
---|
| 263 | */ |
---|
| 264 | Real getSpotlightFalloff(void) const; |
---|
| 265 | |
---|
| 266 | /** Sets the angle covered by the spotlights inner cone. |
---|
| 267 | */ |
---|
| 268 | void setSpotlightInnerAngle(const Radian& val); |
---|
| 269 | |
---|
| 270 | /** Sets the angle covered by the spotlights outer cone. |
---|
| 271 | */ |
---|
| 272 | void setSpotlightOuterAngle(const Radian& val); |
---|
| 273 | |
---|
| 274 | /** Sets the falloff between the inner and outer cones of the spotlight. |
---|
| 275 | */ |
---|
| 276 | void setSpotlightFalloff(Real val); |
---|
| 277 | |
---|
| 278 | /** Set a scaling factor to indicate the relative power of a light. |
---|
| 279 | @remarks |
---|
| 280 | This factor is only useful in High Dynamic Range (HDR) rendering. |
---|
| 281 | You can bind it to a shader variable to take it into account, |
---|
| 282 | @see GpuProgramParameters |
---|
| 283 | @param power The power rating of this light, default is 1.0. |
---|
| 284 | */ |
---|
| 285 | void setPowerScale(Real power); |
---|
| 286 | |
---|
| 287 | /** Set the scaling factor which indicates the relative power of a |
---|
| 288 | light. |
---|
| 289 | */ |
---|
| 290 | Real getPowerScale(void) const; |
---|
| 291 | |
---|
| 292 | /** Overridden from MovableObject */ |
---|
| 293 | void _notifyAttached(Node* parent, bool isTagPoint = false); |
---|
| 294 | |
---|
| 295 | /** Overridden from MovableObject */ |
---|
| 296 | void _notifyMoved(void); |
---|
| 297 | |
---|
| 298 | /** Overridden from MovableObject */ |
---|
| 299 | const AxisAlignedBox& getBoundingBox(void) const; |
---|
| 300 | |
---|
| 301 | /** Overridden from MovableObject */ |
---|
| 302 | void _updateRenderQueue(RenderQueue* queue); |
---|
| 303 | |
---|
| 304 | /** Overridden from MovableObject */ |
---|
| 305 | const String& getMovableType(void) const; |
---|
| 306 | |
---|
| 307 | /** Retrieves the position of the light including any transform from nodes it is attached to. */ |
---|
| 308 | const Vector3& getDerivedPosition(void) const; |
---|
| 309 | |
---|
| 310 | /** Retrieves the direction of the light including any transform from nodes it is attached to. */ |
---|
| 311 | const Vector3& getDerivedDirection(void) const; |
---|
| 312 | |
---|
| 313 | /** Overridden from MovableObject. |
---|
| 314 | @remarks |
---|
| 315 | Although lights themselves are not 'visible', setting a light to invisible |
---|
| 316 | means it no longer affects the scene. |
---|
| 317 | */ |
---|
| 318 | void setVisible(bool visible); |
---|
| 319 | |
---|
| 320 | /** Overridden from MovableObject */ |
---|
| 321 | Real getBoundingRadius(void) const { return 0; /* not visible */ } |
---|
| 322 | |
---|
| 323 | /** Gets the details of this light as a 4D vector. |
---|
| 324 | @remarks |
---|
| 325 | Getting details of a light as a 4D vector can be useful for |
---|
| 326 | doing general calculations between different light types; for |
---|
| 327 | example the vector can represent both position lights (w=1.0f) |
---|
| 328 | and directional lights (w=0.0f) and be used in the same |
---|
| 329 | calculations. |
---|
| 330 | */ |
---|
| 331 | Vector4 getAs4DVector(void) const; |
---|
| 332 | |
---|
| 333 | /** Internal method for calculating the 'near clip volume', which is |
---|
| 334 | the volume formed between the near clip rectangle of the |
---|
| 335 | camera and the light. |
---|
| 336 | @remarks This volume is a pyramid for a point/spot light and |
---|
| 337 | a cuboid for a directional light. It can used to detect whether |
---|
| 338 | an object could be casting a shadow on the viewport. Note that |
---|
| 339 | the reference returned is to a shared volume which will be |
---|
| 340 | reused across calls to this method. |
---|
| 341 | */ |
---|
| 342 | virtual const PlaneBoundedVolume& _getNearClipVolume(const Camera* const cam) const; |
---|
| 343 | |
---|
| 344 | /** Internal method for calculating the clip volumes outside of the |
---|
| 345 | frustum which can be used to determine which objects are casting |
---|
| 346 | shadow on the frustum as a whole. |
---|
| 347 | @remarks Each of the volumes is a pyramid for a point/spot light and |
---|
| 348 | a cuboid for a directional light. |
---|
| 349 | */ |
---|
| 350 | virtual const PlaneBoundedVolumeList& _getFrustumClipVolumes(const Camera* const cam) const; |
---|
| 351 | |
---|
| 352 | /// Override to return specific type flag |
---|
| 353 | uint32 getTypeFlags(void) const; |
---|
| 354 | |
---|
| 355 | /// @copydoc AnimableObject::createAnimableValue |
---|
| 356 | AnimableValuePtr createAnimableValue(const String& valueName); |
---|
| 357 | |
---|
| 358 | /** Set this light to use a custom shadow camera when rendering texture shadows. |
---|
| 359 | @remarks |
---|
| 360 | This changes the shadow camera setup for just this light, you can set |
---|
| 361 | the shadow camera setup globally using SceneManager::setShadowCameraSetup |
---|
| 362 | @see ShadowCameraSetup |
---|
| 363 | */ |
---|
| 364 | void setCustomShadowCameraSetup(const ShadowCameraSetupPtr& customShadowSetup); |
---|
| 365 | |
---|
| 366 | /** Reset the shadow camera setup to the default. |
---|
| 367 | @see ShadowCameraSetup |
---|
| 368 | */ |
---|
| 369 | void resetCustomShadowCameraSetup(void); |
---|
| 370 | |
---|
| 371 | /** return a pointer to the custom shadow camera setup (null means use SceneManager global version). */ |
---|
| 372 | const ShadowCameraSetupPtr& getCustomShadowCameraSetup(void) const; |
---|
| 373 | |
---|
| 374 | protected: |
---|
| 375 | /// internal method for synchronising with parent node (if any) |
---|
| 376 | virtual void update(void) const; |
---|
| 377 | |
---|
| 378 | /// @copydoc AnimableObject::getAnimableDictionaryName |
---|
| 379 | const String& getAnimableDictionaryName(void) const; |
---|
| 380 | /// @copydoc AnimableObject::initialiseAnimableDictionary |
---|
| 381 | void initialiseAnimableDictionary(StringVector& vec) const; |
---|
| 382 | |
---|
| 383 | LightTypes mLightType; |
---|
| 384 | Vector3 mPosition; |
---|
| 385 | ColourValue mDiffuse; |
---|
| 386 | ColourValue mSpecular; |
---|
| 387 | |
---|
| 388 | Vector3 mDirection; |
---|
| 389 | |
---|
| 390 | Radian mSpotOuter; |
---|
| 391 | Radian mSpotInner; |
---|
| 392 | Real mSpotFalloff; |
---|
| 393 | Real mRange; |
---|
| 394 | Real mAttenuationConst; |
---|
| 395 | Real mAttenuationLinear; |
---|
| 396 | Real mAttenuationQuad; |
---|
| 397 | Real mPowerScale; |
---|
| 398 | |
---|
| 399 | |
---|
| 400 | mutable Vector3 mDerivedPosition; |
---|
| 401 | mutable Vector3 mDerivedDirection; |
---|
| 402 | |
---|
| 403 | /// Shared class-level name for Movable type |
---|
| 404 | static String msMovableType; |
---|
| 405 | |
---|
| 406 | mutable PlaneBoundedVolume mNearClipVolume; |
---|
| 407 | mutable PlaneBoundedVolumeList mFrustumClipVolumes; |
---|
| 408 | /// Is the derived transform dirty? |
---|
| 409 | mutable bool mDerivedTransformDirty; |
---|
| 410 | |
---|
| 411 | /// Pointer to a custom shadow camera setup |
---|
| 412 | mutable ShadowCameraSetupPtr mCustomShadowCameraSetup; |
---|
| 413 | |
---|
| 414 | }; |
---|
| 415 | |
---|
| 416 | /** Factory object for creating Light instances */ |
---|
| 417 | class _OgreExport LightFactory : public MovableObjectFactory |
---|
| 418 | { |
---|
| 419 | protected: |
---|
| 420 | MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params); |
---|
| 421 | public: |
---|
| 422 | LightFactory() {} |
---|
| 423 | ~LightFactory() {} |
---|
| 424 | |
---|
| 425 | static String FACTORY_TYPE_NAME; |
---|
| 426 | |
---|
| 427 | const String& getType(void) const; |
---|
| 428 | void destroyInstance( MovableObject* obj); |
---|
| 429 | |
---|
| 430 | }; |
---|
| 431 | |
---|
| 432 | } // Namespace |
---|
| 433 | #endif |
---|