| [148] | 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) 2000-2013 Torus Knot Software Ltd |
|---|
| 8 | |
|---|
| 9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
|---|
| 10 | of this software and associated documentation files (the "Software"), to deal |
|---|
| 11 | in the Software without restriction, including without limitation the rights |
|---|
| 12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
|---|
| 13 | copies of the Software, and to permit persons to whom the Software is |
|---|
| 14 | furnished to do so, subject to the following conditions: |
|---|
| 15 | |
|---|
| 16 | The above copyright notice and this permission notice shall be included in |
|---|
| 17 | all copies or substantial portions of the Software. |
|---|
| 18 | |
|---|
| 19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
|---|
| 20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
|---|
| 21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
|---|
| 22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
|---|
| 23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
|---|
| 24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
|---|
| 25 | THE SOFTWARE. |
|---|
| 26 | ----------------------------------------------------------------------------- |
|---|
| 27 | */ |
|---|
| 28 | #ifndef _LIGHT_H__ |
|---|
| 29 | #define _LIGHT_H__ |
|---|
| 30 | |
|---|
| 31 | #include "OgrePrerequisites.h" |
|---|
| 32 | |
|---|
| 33 | #include "OgreColourValue.h" |
|---|
| 34 | #include "OgreVector3.h" |
|---|
| 35 | #include "OgreVector4.h" |
|---|
| 36 | #include "OgreString.h" |
|---|
| 37 | #include "OgreMovableObject.h" |
|---|
| 38 | #include "OgrePlaneBoundedVolume.h" |
|---|
| 39 | #include "OgreShadowCameraSetup.h" |
|---|
| 40 | #include "OgreHeaderPrefix.h" |
|---|
| 41 | |
|---|
| 42 | namespace Ogre { |
|---|
| 43 | |
|---|
| 44 | |
|---|
| 45 | /** \addtogroup Core |
|---|
| 46 | * @{ |
|---|
| 47 | */ |
|---|
| 48 | /** \addtogroup Scene |
|---|
| 49 | * @{ |
|---|
| 50 | */ |
|---|
| 51 | /** Representation of a dynamic light source in the scene. |
|---|
| 52 | @remarks |
|---|
| 53 | Lights are added to the scene like any other object. They contain various |
|---|
| 54 | parameters like type, position, attenuation (how light intensity fades with |
|---|
| 55 | distance), colour etc. |
|---|
| 56 | @par |
|---|
| 57 | The defaults when a light is created is pure white diffuse light, with no |
|---|
| 58 | attenuation (does not decrease with distance) and a range of 1000 world units. |
|---|
| 59 | @par |
|---|
| 60 | Lights are created by using the SceneManager::createLight method. They can subsequently be |
|---|
| 61 | added to a SceneNode if required to allow them to move relative to a node in the scene. A light attached |
|---|
| 62 | to a SceneNode is assumed to have a base position of (0,0,0) and a direction of (0,0,1) before modification |
|---|
| 63 | by the SceneNode's own orientation. If not attached to a SceneNode, |
|---|
| 64 | the light's position and direction is as set using setPosition and setDirection. |
|---|
| 65 | @par |
|---|
| 66 | Remember also that dynamic lights rely on modifying the colour of vertices based on the position of |
|---|
| 67 | the light compared to an object's vertex normals. Dynamic lighting will only look good if the |
|---|
| 68 | object being lit has a fair level of tessellation and the normals are properly set. This is particularly |
|---|
| 69 | true for the spotlight which will only look right on highly tessellated models. In the future OGRE may be |
|---|
| 70 | extended for certain scene types so an alternative to the standard dynamic lighting may be used, such |
|---|
| 71 | as dynamic lightmaps. |
|---|
| 72 | */ |
|---|
| 73 | class _OgreExport Light : public MovableObject |
|---|
| 74 | { |
|---|
| 75 | public: |
|---|
| 76 | /// Temp tag used for sorting |
|---|
| 77 | Real tempSquareDist; |
|---|
| 78 | /// internal method for calculating current squared distance from some world position |
|---|
| 79 | void _calcTempSquareDist(const Vector3& worldPos); |
|---|
| 80 | |
|---|
| 81 | /// Defines the type of light |
|---|
| 82 | enum LightTypes |
|---|
| 83 | { |
|---|
| 84 | /// Point light sources give off light equally in all directions, so require only position not direction |
|---|
| 85 | LT_POINT = 0, |
|---|
| 86 | /// Directional lights simulate parallel light beams from a distant source, hence have direction but no position |
|---|
| 87 | LT_DIRECTIONAL = 1, |
|---|
| 88 | /// Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff |
|---|
| 89 | LT_SPOTLIGHT = 2 |
|---|
| 90 | }; |
|---|
| 91 | |
|---|
| 92 | /** Default constructor (for Python mainly). |
|---|
| 93 | */ |
|---|
| 94 | Light(); |
|---|
| 95 | |
|---|
| 96 | /** Normal constructor. Should not be called directly, but rather the SceneManager::createLight method should be used. |
|---|
| 97 | */ |
|---|
| 98 | Light(const String& name); |
|---|
| 99 | |
|---|
| 100 | /** Standard destructor. |
|---|
| 101 | */ |
|---|
| 102 | ~Light(); |
|---|
| 103 | |
|---|
| 104 | /** Sets the type of light - see LightTypes for more info. |
|---|
| 105 | */ |
|---|
| 106 | void setType(LightTypes type); |
|---|
| 107 | |
|---|
| 108 | /** Returns the light type. |
|---|
| 109 | */ |
|---|
| 110 | LightTypes getType(void) const; |
|---|
| 111 | |
|---|
| 112 | /** Sets the colour of the diffuse light given off by this source. |
|---|
| 113 | @remarks |
|---|
| 114 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
|---|
| 115 | light an object reflects. This value denotes the amount and colour of this type of light the light |
|---|
| 116 | exudes into the scene. The actual appearance of objects is a combination of the two. |
|---|
| 117 | @par |
|---|
| 118 | Diffuse light simulates the typical light emanating from light sources and affects the base colour |
|---|
| 119 | of objects together with ambient light. |
|---|
| 120 | */ |
|---|
| 121 | void setDiffuseColour(Real red, Real green, Real blue); |
|---|
| 122 | |
|---|
| 123 | /** Sets the colour of the diffuse light given off by this source. |
|---|
| 124 | @remarks |
|---|
| 125 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
|---|
| 126 | light an object reflects. This value denotes the amount and colour of this type of light the light |
|---|
| 127 | exudes into the scene. The actual appearance of objects is a combination of the two. |
|---|
| 128 | @par |
|---|
| 129 | Diffuse light simulates the typical light emanating from light sources and affects the base colour |
|---|
| 130 | of objects together with ambient light. |
|---|
| 131 | */ |
|---|
| 132 | void setDiffuseColour(const ColourValue& colour); |
|---|
| 133 | |
|---|
| 134 | /** Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info). |
|---|
| 135 | */ |
|---|
| 136 | const ColourValue& getDiffuseColour(void) const; |
|---|
| 137 | |
|---|
| 138 | /** Sets the colour of the specular light given off by this source. |
|---|
| 139 | @remarks |
|---|
| 140 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
|---|
| 141 | light an object reflects. This value denotes the amount and colour of this type of light the light |
|---|
| 142 | exudes into the scene. The actual appearance of objects is a combination of the two. |
|---|
| 143 | @par |
|---|
| 144 | Specular light affects the appearance of shiny highlights on objects, and is also dependent on the |
|---|
| 145 | 'shininess' Material value. |
|---|
| 146 | */ |
|---|
| 147 | void setSpecularColour(Real red, Real green, Real blue); |
|---|
| 148 | |
|---|
| 149 | /** Sets the colour of the specular light given off by this source. |
|---|
| 150 | @remarks |
|---|
| 151 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
|---|
| 152 | light an object reflects. This value denotes the amount and colour of this type of light the light |
|---|
| 153 | exudes into the scene. The actual appearance of objects is a combination of the two. |
|---|
| 154 | @par |
|---|
| 155 | Specular light affects the appearance of shiny highlights on objects, and is also dependent on the |
|---|
| 156 | 'shininess' Material value. |
|---|
| 157 | */ |
|---|
| 158 | void setSpecularColour(const ColourValue& colour); |
|---|
| 159 | |
|---|
| 160 | /** Returns the colour of specular light given off by this light source. |
|---|
| 161 | */ |
|---|
| 162 | const ColourValue& getSpecularColour(void) const; |
|---|
| 163 | |
|---|
| 164 | /** Sets the attenuation parameters of the light source i.e. how it diminishes with distance. |
|---|
| 165 | @remarks |
|---|
| 166 | Lights normally get fainter the further they are away. Also, each light is given a maximum range |
|---|
| 167 | beyond which it cannot affect any objects. |
|---|
| 168 | @par |
|---|
| 169 | Light attenuation is not applicable to directional lights since they have an infinite range and |
|---|
| 170 | constant intensity. |
|---|
| 171 | @par |
|---|
| 172 | This follows a standard attenuation approach - see any good 3D text for the details of what they mean |
|---|
| 173 | since i don't have room here! |
|---|
| 174 | @param range |
|---|
| 175 | The absolute upper range of the light in world units. |
|---|
| 176 | @param constant |
|---|
| 177 | The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation. |
|---|
| 178 | @param linear |
|---|
| 179 | The linear factor in the attenuation formula: 1 means attenuate evenly over the distance. |
|---|
| 180 | @param quadratic |
|---|
| 181 | The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula. |
|---|
| 182 | */ |
|---|
| 183 | void setAttenuation(Real range, Real constant, Real linear, Real quadratic); |
|---|
| 184 | |
|---|
| 185 | /** Returns the absolute upper range of the light. |
|---|
| 186 | */ |
|---|
| 187 | Real getAttenuationRange(void) const; |
|---|
| 188 | |
|---|
| 189 | /** Returns the constant factor in the attenuation formula. |
|---|
| 190 | */ |
|---|
| 191 | Real getAttenuationConstant(void) const; |
|---|
| 192 | |
|---|
| 193 | /** Returns the linear factor in the attenuation formula. |
|---|
| 194 | */ |
|---|
| 195 | Real getAttenuationLinear(void) const; |
|---|
| 196 | |
|---|
| 197 | /** Returns the quadric factor in the attenuation formula. |
|---|
| 198 | */ |
|---|
| 199 | Real getAttenuationQuadric(void) const; |
|---|
| 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(Real x, Real y, Real z); |
|---|
| 208 | |
|---|
| 209 | /** Sets the position of the light. |
|---|
| 210 | @remarks |
|---|
| 211 | Applicable to point lights and spotlights only. |
|---|
| 212 | @note |
|---|
| 213 | This will be overridden if the light is attached to a SceneNode. |
|---|
| 214 | */ |
|---|
| 215 | void setPosition(const Vector3& vec); |
|---|
| 216 | |
|---|
| 217 | /** Returns the position of the light. |
|---|
| 218 | @note |
|---|
| 219 | Applicable to point lights and spotlights only. |
|---|
| 220 | */ |
|---|
| 221 | const Vector3& getPosition(void) const; |
|---|
| 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(Real x, Real y, Real z); |
|---|
| 230 | |
|---|
| 231 | /** Sets the direction in which a light points. |
|---|
| 232 | @remarks |
|---|
| 233 | Applicable only to the spotlight and directional light types. |
|---|
| 234 | @note |
|---|
| 235 | This will be overridden if the light is attached to a SceneNode. |
|---|
| 236 | */ |
|---|
| 237 | void setDirection(const Vector3& vec); |
|---|
| 238 | |
|---|
| 239 | /** Returns the light's direction. |
|---|
| 240 | @remarks |
|---|
| 241 | Applicable only to the spotlight and directional light types. |
|---|
| 242 | */ |
|---|
| 243 | const Vector3& getDirection(void) const; |
|---|
| 244 | |
|---|
| 245 | /** Sets the range of a spotlight, i.e. the angle of the inner and outer cones |
|---|
| 246 | and the rate of falloff between them. |
|---|
| 247 | @param innerAngle |
|---|
| 248 | Angle covered by the bright inner cone |
|---|
| 249 | @note |
|---|
| 250 | The inner cone applicable only to Direct3D, it'll always treat as zero in OpenGL. |
|---|
| 251 | @param outerAngle |
|---|
| 252 | Angle covered by the outer cone |
|---|
| 253 | @param falloff |
|---|
| 254 | The rate of falloff between the inner and outer cones. 1.0 means a linear falloff, |
|---|
| 255 | less means slower falloff, higher means faster falloff. |
|---|
| 256 | */ |
|---|
| 257 | void setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff = 1.0); |
|---|
| 258 | |
|---|
| 259 | /** Returns the angle covered by the spotlights inner cone. |
|---|
| 260 | */ |
|---|
| 261 | const Radian& getSpotlightInnerAngle(void) const; |
|---|
| 262 | |
|---|
| 263 | /** Returns the angle covered by the spotlights outer cone. |
|---|
| 264 | */ |
|---|
| 265 | const Radian& getSpotlightOuterAngle(void) const; |
|---|
| 266 | |
|---|
| 267 | /** Returns the falloff between the inner and outer cones of the spotlight. |
|---|
| 268 | */ |
|---|
| 269 | Real getSpotlightFalloff(void) const; |
|---|
| 270 | |
|---|
| 271 | /** Sets the angle covered by the spotlights inner cone. |
|---|
| 272 | */ |
|---|
| 273 | void setSpotlightInnerAngle(const Radian& val); |
|---|
| 274 | |
|---|
| 275 | /** Sets the angle covered by the spotlights outer cone. |
|---|
| 276 | */ |
|---|
| 277 | void setSpotlightOuterAngle(const Radian& val); |
|---|
| 278 | |
|---|
| 279 | /** Sets the falloff between the inner and outer cones of the spotlight. |
|---|
| 280 | */ |
|---|
| 281 | void setSpotlightFalloff(Real val); |
|---|
| 282 | |
|---|
| 283 | /** Set the near clip plane distance to be used by spotlights that use light |
|---|
| 284 | clipping, allowing you to render spots as if they start from further |
|---|
| 285 | down their frustum. |
|---|
| 286 | @param nearClip |
|---|
| 287 | The near distance. |
|---|
| 288 | */ |
|---|
| 289 | void setSpotlightNearClipDistance(Real nearClip) { mSpotNearClip = nearClip; } |
|---|
| 290 | |
|---|
| 291 | /** Get the near clip plane distance to be used by spotlights that use light |
|---|
| 292 | clipping. |
|---|
| 293 | */ |
|---|
| 294 | Real getSpotlightNearClipDistance() const { return mSpotNearClip; } |
|---|
| 295 | |
|---|
| 296 | /** Set a scaling factor to indicate the relative power of a light. |
|---|
| 297 | @remarks |
|---|
| 298 | This factor is only useful in High Dynamic Range (HDR) rendering. |
|---|
| 299 | You can bind it to a shader variable to take it into account, |
|---|
| 300 | @see GpuProgramParameters |
|---|
| 301 | @param power |
|---|
| 302 | The power rating of this light, default is 1.0. |
|---|
| 303 | */ |
|---|
| 304 | void setPowerScale(Real power); |
|---|
| 305 | |
|---|
| 306 | /** Set the scaling factor which indicates the relative power of a |
|---|
| 307 | light. |
|---|
| 308 | */ |
|---|
| 309 | Real getPowerScale(void) const; |
|---|
| 310 | |
|---|
| 311 | /** @copydoc MovableObject::_notifyAttached */ |
|---|
| 312 | void _notifyAttached(Node* parent, bool isTagPoint = false); |
|---|
| 313 | |
|---|
| 314 | /** @copydoc MovableObject::_notifyMoved */ |
|---|
| 315 | void _notifyMoved(void); |
|---|
| 316 | |
|---|
| 317 | /** @copydoc MovableObject::getBoundingBox */ |
|---|
| 318 | const AxisAlignedBox& getBoundingBox(void) const; |
|---|
| 319 | |
|---|
| 320 | /** @copydoc MovableObject::_updateRenderQueue */ |
|---|
| 321 | void _updateRenderQueue(RenderQueue* queue); |
|---|
| 322 | |
|---|
| 323 | /** @copydoc MovableObject::getMovableType */ |
|---|
| 324 | const String& getMovableType(void) const; |
|---|
| 325 | |
|---|
| 326 | /** Retrieves the position of the light including any transform from nodes it is attached to. |
|---|
| 327 | @param cameraRelativeIfSet If set to true, returns data in camera-relative units if that's been set up (render use) |
|---|
| 328 | */ |
|---|
| 329 | const Vector3& getDerivedPosition(bool cameraRelativeIfSet = false) const; |
|---|
| 330 | |
|---|
| 331 | /** Retrieves the direction of the light including any transform from nodes it is attached to. */ |
|---|
| 332 | const Vector3& getDerivedDirection(void) const; |
|---|
| 333 | |
|---|
| 334 | /** @copydoc MovableObject::setVisible. |
|---|
| 335 | @remarks |
|---|
| 336 | Although lights themselves are not 'visible', setting a light to invisible |
|---|
| 337 | means it no longer affects the scene. |
|---|
| 338 | */ |
|---|
| 339 | void setVisible(bool visible); |
|---|
| 340 | |
|---|
| 341 | /** @copydoc MovableObject::getBoundingRadius */ |
|---|
| 342 | Real getBoundingRadius(void) const { return 0; /* not visible */ } |
|---|
| 343 | |
|---|
| 344 | /** Gets the details of this light as a 4D vector. |
|---|
| 345 | @remarks |
|---|
| 346 | Getting details of a light as a 4D vector can be useful for |
|---|
| 347 | doing general calculations between different light types; for |
|---|
| 348 | example the vector can represent both position lights (w=1.0f) |
|---|
| 349 | and directional lights (w=0.0f) and be used in the same |
|---|
| 350 | calculations. |
|---|
| 351 | @param cameraRelativeIfSet |
|---|
| 352 | If set to @c true, returns data in camera-relative units if that's been set up (render use). |
|---|
| 353 | */ |
|---|
| 354 | Vector4 getAs4DVector(bool cameraRelativeIfSet = false) const; |
|---|
| 355 | |
|---|
| 356 | /** Internal method for calculating the 'near clip volume', which is |
|---|
| 357 | the volume formed between the near clip rectangle of the |
|---|
| 358 | camera and the light. |
|---|
| 359 | @remarks |
|---|
| 360 | This volume is a pyramid for a point/spot light and |
|---|
| 361 | a cuboid for a directional light. It can used to detect whether |
|---|
| 362 | an object could be casting a shadow on the viewport. Note that |
|---|
| 363 | the reference returned is to a shared volume which will be |
|---|
| 364 | reused across calls to this method. |
|---|
| 365 | */ |
|---|
| 366 | virtual const PlaneBoundedVolume& _getNearClipVolume(const Camera* const cam) const; |
|---|
| 367 | |
|---|
| 368 | /** Internal method for calculating the clip volumes outside of the |
|---|
| 369 | frustum which can be used to determine which objects are casting |
|---|
| 370 | shadow on the frustum as a whole. |
|---|
| 371 | @remarks |
|---|
| 372 | Each of the volumes is a pyramid for a point/spot light and |
|---|
| 373 | a cuboid for a directional light. |
|---|
| 374 | */ |
|---|
| 375 | virtual const PlaneBoundedVolumeList& _getFrustumClipVolumes(const Camera* const cam) const; |
|---|
| 376 | |
|---|
| 377 | /// Override to return specific type flag |
|---|
| 378 | uint32 getTypeFlags(void) const; |
|---|
| 379 | |
|---|
| 380 | /// @copydoc AnimableObject::createAnimableValue |
|---|
| 381 | AnimableValuePtr createAnimableValue(const String& valueName); |
|---|
| 382 | |
|---|
| 383 | /** Set this light to use a custom shadow camera when rendering texture shadows. |
|---|
| 384 | @remarks |
|---|
| 385 | This changes the shadow camera setup for just this light, you can set |
|---|
| 386 | the shadow camera setup globally using SceneManager::setShadowCameraSetup |
|---|
| 387 | @see ShadowCameraSetup |
|---|
| 388 | */ |
|---|
| 389 | void setCustomShadowCameraSetup(const ShadowCameraSetupPtr& customShadowSetup); |
|---|
| 390 | |
|---|
| 391 | /** Reset the shadow camera setup to the default. |
|---|
| 392 | @see ShadowCameraSetup |
|---|
| 393 | */ |
|---|
| 394 | void resetCustomShadowCameraSetup(void); |
|---|
| 395 | |
|---|
| 396 | /** Return a pointer to the custom shadow camera setup (null means use SceneManager global version). */ |
|---|
| 397 | const ShadowCameraSetupPtr& getCustomShadowCameraSetup(void) const; |
|---|
| 398 | |
|---|
| 399 | /// @copydoc MovableObject::visitRenderables |
|---|
| 400 | void visitRenderables(Renderable::Visitor* visitor, |
|---|
| 401 | bool debugRenderables = false); |
|---|
| 402 | |
|---|
| 403 | /** Gets the index at which this light is in the current render. |
|---|
| 404 | @remarks |
|---|
| 405 | Lights will be present in the in a list for every renderable, |
|---|
| 406 | detected and sorted appropriately, and sometimes it's useful to know |
|---|
| 407 | what position in that list a given light occupies. This can vary |
|---|
| 408 | from frame to frame (and object to object) so you should not use this |
|---|
| 409 | value unless you're sure the context is correct. |
|---|
| 410 | */ |
|---|
| 411 | size_t _getIndexInFrame() const { return mIndexInFrame; } |
|---|
| 412 | void _notifyIndexInFrame(size_t i) { mIndexInFrame = i; } |
|---|
| 413 | |
|---|
| 414 | /** Sets the maximum distance away from the camera that shadows |
|---|
| 415 | by this light will be visible. |
|---|
| 416 | @remarks |
|---|
| 417 | Shadow techniques can be expensive, therefore it is a good idea |
|---|
| 418 | to limit them to being rendered close to the camera if possible, |
|---|
| 419 | and to skip the expense of rendering shadows for distance objects. |
|---|
| 420 | This method allows you to set the distance at which shadows will no |
|---|
| 421 | longer be rendered. |
|---|
| 422 | @note |
|---|
| 423 | Each shadow technique can interpret this subtely differently. |
|---|
| 424 | For example, one technique may use this to eliminate casters, |
|---|
| 425 | another might use it to attenuate the shadows themselves. |
|---|
| 426 | You should tweak this value to suit your chosen shadow technique |
|---|
| 427 | and scene setup. |
|---|
| 428 | */ |
|---|
| 429 | void setShadowFarDistance(Real distance); |
|---|
| 430 | /** Tells the light to use the shadow far distance of the SceneManager |
|---|
| 431 | */ |
|---|
| 432 | void resetShadowFarDistance(void); |
|---|
| 433 | /** Gets the maximum distance away from the camera that shadows |
|---|
| 434 | by this light will be visible. |
|---|
| 435 | */ |
|---|
| 436 | Real getShadowFarDistance(void) const; |
|---|
| 437 | Real getShadowFarDistanceSquared(void) const; |
|---|
| 438 | |
|---|
| 439 | /** Set the near clip plane distance to be used by the shadow camera, if |
|---|
| 440 | this light casts texture shadows. |
|---|
| 441 | @param nearClip |
|---|
| 442 | The distance, or -1 to use the main camera setting. |
|---|
| 443 | */ |
|---|
| 444 | void setShadowNearClipDistance(Real nearClip) { mShadowNearClipDist = nearClip; } |
|---|
| 445 | |
|---|
| 446 | /** Get the near clip plane distance to be used by the shadow camera, if |
|---|
| 447 | this light casts texture shadows. |
|---|
| 448 | @remarks |
|---|
| 449 | May be zero if the light doesn't have it's own near distance set; |
|---|
| 450 | use _deriveShadowNearDistance for a version guaranteed to give a result. |
|---|
| 451 | */ |
|---|
| 452 | Real getShadowNearClipDistance() const { return mShadowNearClipDist; } |
|---|
| 453 | |
|---|
| 454 | /** Derive a shadow camera near distance from either the light, or |
|---|
| 455 | from the main camera if the light doesn't have its own setting. |
|---|
| 456 | */ |
|---|
| 457 | Real _deriveShadowNearClipDistance(const Camera* maincam) const; |
|---|
| 458 | |
|---|
| 459 | /** Set the far clip plane distance to be used by the shadow camera, if |
|---|
| 460 | this light casts texture shadows. |
|---|
| 461 | @remarks |
|---|
| 462 | This is different from the 'shadow far distance', which is |
|---|
| 463 | always measured from the main camera. This distance is the far clip plane |
|---|
| 464 | of the light camera. |
|---|
| 465 | @param farClip |
|---|
| 466 | The distance, or -1 to use the main camera setting. |
|---|
| 467 | */ |
|---|
| 468 | void setShadowFarClipDistance(Real farClip) { mShadowFarClipDist = farClip; } |
|---|
| 469 | |
|---|
| 470 | /** Get the far clip plane distance to be used by the shadow camera, if |
|---|
| 471 | this light casts texture shadows. |
|---|
| 472 | @remarks |
|---|
| 473 | May be zero if the light doesn't have it's own far distance set; |
|---|
| 474 | use _deriveShadowfarDistance for a version guaranteed to give a result. |
|---|
| 475 | */ |
|---|
| 476 | Real getShadowFarClipDistance() const { return mShadowFarClipDist; } |
|---|
| 477 | |
|---|
| 478 | /** Derive a shadow camera far distance from either the light, or |
|---|
| 479 | from the main camera if the light doesn't have its own setting. |
|---|
| 480 | */ |
|---|
| 481 | Real _deriveShadowFarClipDistance(const Camera* maincam) const; |
|---|
| 482 | |
|---|
| 483 | /// Set the camera which this light should be relative to, for camera-relative rendering |
|---|
| 484 | void _setCameraRelative(Camera* cam); |
|---|
| 485 | |
|---|
| 486 | /** Sets a custom parameter for this Light, which may be used to |
|---|
| 487 | drive calculations for this specific Renderable, like GPU program parameters. |
|---|
| 488 | @remarks |
|---|
| 489 | Calling this method simply associates a numeric index with a 4-dimensional |
|---|
| 490 | value for this specific Light. This is most useful if the material |
|---|
| 491 | which this Renderable uses a vertex or fragment program, and has an |
|---|
| 492 | ACT_LIGHT_CUSTOM parameter entry. This parameter entry can refer to the |
|---|
| 493 | index you specify as part of this call, thereby mapping a custom |
|---|
| 494 | parameter for this renderable to a program parameter. |
|---|
| 495 | @param index |
|---|
| 496 | The index with which to associate the value. Note that this |
|---|
| 497 | does not have to start at 0, and can include gaps. It also has no direct |
|---|
| 498 | correlation with a GPU program parameter index - the mapping between the |
|---|
| 499 | two is performed by the ACT_LIGHT_CUSTOM entry, if that is used. |
|---|
| 500 | @param value |
|---|
| 501 | The value to associate. |
|---|
| 502 | */ |
|---|
| 503 | void setCustomParameter(uint16 index, const Vector4& value); |
|---|
| 504 | |
|---|
| 505 | /** Gets the custom value associated with this Light at the given index. |
|---|
| 506 | @param index Index of the parameter to retrieve |
|---|
| 507 | @see setCustomParameter for full details. |
|---|
| 508 | */ |
|---|
| 509 | const Vector4& getCustomParameter(uint16 index) const; |
|---|
| 510 | |
|---|
| 511 | /** Update a custom GpuProgramParameters constant which is derived from |
|---|
| 512 | information only this Light knows. |
|---|
| 513 | @remarks |
|---|
| 514 | This method allows a Light to map in a custom GPU program parameter |
|---|
| 515 | based on it's own data. This is represented by a GPU auto parameter |
|---|
| 516 | of ACT_LIGHT_CUSTOM, and to allow there to be more than one of these per |
|---|
| 517 | Light, the 'data' field on the auto parameter will identify |
|---|
| 518 | which parameter is being updated and on which light. The implementation |
|---|
| 519 | of this method must identify the parameter being updated, and call a 'setConstant' |
|---|
| 520 | method on the passed in GpuProgramParameters object. |
|---|
| 521 | @par |
|---|
| 522 | You do not need to override this method if you're using the standard |
|---|
| 523 | sets of data associated with the Renderable as provided by setCustomParameter |
|---|
| 524 | and getCustomParameter. By default, the implementation will map from the |
|---|
| 525 | value indexed by the 'constantEntry.data' parameter to a value previously |
|---|
| 526 | set by setCustomParameter. But custom Renderables are free to override |
|---|
| 527 | this if they want, in any case. |
|---|
| 528 | @param paramIndex |
|---|
| 529 | The index of the constant being updated |
|---|
| 530 | @param constantEntry |
|---|
| 531 | The auto constant entry from the program parameters |
|---|
| 532 | @param params |
|---|
| 533 | The parameters object which this method should call to |
|---|
| 534 | set the updated parameters. |
|---|
| 535 | */ |
|---|
| 536 | virtual void _updateCustomGpuParameter(uint16 paramIndex, |
|---|
| 537 | const GpuProgramParameters::AutoConstantEntry& constantEntry, |
|---|
| 538 | GpuProgramParameters* params) const; |
|---|
| 539 | |
|---|
| 540 | /** Check whether a sphere is included in the lighted area of the light |
|---|
| 541 | @note |
|---|
| 542 | The function trades accuracy for efficiency. As a result you may get |
|---|
| 543 | false-positives (The function should not return any false-negatives). |
|---|
| 544 | */ |
|---|
| 545 | bool isInLightRange(const Ogre::Sphere& sphere) const; |
|---|
| 546 | |
|---|
| 547 | /** Check whether a bounding box is included in the lighted area of the light |
|---|
| 548 | @note |
|---|
| 549 | The function trades accuracy for efficiency. As a result you may get |
|---|
| 550 | false-positives (The function should not return any false-negatives). |
|---|
| 551 | */ |
|---|
| 552 | bool isInLightRange(const Ogre::AxisAlignedBox& container) const; |
|---|
| 553 | |
|---|
| 554 | protected: |
|---|
| 555 | /// Internal method for synchronising with parent node (if any) |
|---|
| 556 | virtual void update(void) const; |
|---|
| 557 | |
|---|
| 558 | /// @copydoc AnimableObject::getAnimableDictionaryName |
|---|
| 559 | const String& getAnimableDictionaryName(void) const; |
|---|
| 560 | /// @copydoc AnimableObject::initialiseAnimableDictionary |
|---|
| 561 | void initialiseAnimableDictionary(StringVector& vec) const; |
|---|
| 562 | |
|---|
| 563 | LightTypes mLightType; |
|---|
| 564 | Vector3 mPosition; |
|---|
| 565 | ColourValue mDiffuse; |
|---|
| 566 | ColourValue mSpecular; |
|---|
| 567 | |
|---|
| 568 | Vector3 mDirection; |
|---|
| 569 | |
|---|
| 570 | Radian mSpotOuter; |
|---|
| 571 | Radian mSpotInner; |
|---|
| 572 | Real mSpotFalloff; |
|---|
| 573 | Real mSpotNearClip; |
|---|
| 574 | Real mRange; |
|---|
| 575 | Real mAttenuationConst; |
|---|
| 576 | Real mAttenuationLinear; |
|---|
| 577 | Real mAttenuationQuad; |
|---|
| 578 | Real mPowerScale; |
|---|
| 579 | size_t mIndexInFrame; |
|---|
| 580 | bool mOwnShadowFarDist; |
|---|
| 581 | Real mShadowFarDist; |
|---|
| 582 | Real mShadowFarDistSquared; |
|---|
| 583 | |
|---|
| 584 | Real mShadowNearClipDist; |
|---|
| 585 | Real mShadowFarClipDist; |
|---|
| 586 | |
|---|
| 587 | |
|---|
| 588 | mutable Vector3 mDerivedPosition; |
|---|
| 589 | mutable Vector3 mDerivedDirection; |
|---|
| 590 | // Slightly hacky but unless we separate observed light render state from main Light... |
|---|
| 591 | mutable Vector3 mDerivedCamRelativePosition; |
|---|
| 592 | mutable bool mDerivedCamRelativeDirty; |
|---|
| 593 | Camera* mCameraToBeRelativeTo; |
|---|
| 594 | |
|---|
| 595 | /// Shared class-level name for Movable type. |
|---|
| 596 | static String msMovableType; |
|---|
| 597 | |
|---|
| 598 | mutable PlaneBoundedVolume mNearClipVolume; |
|---|
| 599 | mutable PlaneBoundedVolumeList mFrustumClipVolumes; |
|---|
| 600 | /// Is the derived transform dirty? |
|---|
| 601 | mutable bool mDerivedTransformDirty; |
|---|
| 602 | |
|---|
| 603 | /// Pointer to a custom shadow camera setup. |
|---|
| 604 | mutable ShadowCameraSetupPtr mCustomShadowCameraSetup; |
|---|
| 605 | |
|---|
| 606 | typedef map<uint16, Vector4>::type CustomParameterMap; |
|---|
| 607 | /// Stores the custom parameters for the light. |
|---|
| 608 | CustomParameterMap mCustomParameters; |
|---|
| 609 | }; |
|---|
| 610 | |
|---|
| 611 | /** Factory object for creating Light instances. */ |
|---|
| 612 | class _OgreExport LightFactory : public MovableObjectFactory |
|---|
| 613 | { |
|---|
| 614 | protected: |
|---|
| 615 | MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params); |
|---|
| 616 | public: |
|---|
| 617 | LightFactory() {} |
|---|
| 618 | ~LightFactory() {} |
|---|
| 619 | |
|---|
| 620 | static String FACTORY_TYPE_NAME; |
|---|
| 621 | |
|---|
| 622 | const String& getType(void) const; |
|---|
| 623 | void destroyInstance(MovableObject* obj); |
|---|
| 624 | |
|---|
| 625 | }; |
|---|
| 626 | /** @} */ |
|---|
| 627 | /** @} */ |
|---|
| 628 | |
|---|
| 629 | #include "OgreHeaderPrefix.h" |
|---|
| 630 | |
|---|
| 631 | } // namespace Ogre |
|---|
| 632 | #endif // _LIGHT_H__ |
|---|