| [148] | 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) 2000-2013 Torus Knot Software Ltd | 
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 | 8 |  | 
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 | 9 | Permission is hereby granted, free of charge, to any person obtaining a copy | 
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 | 10 | of this software and associated documentation files (the "Software"), to deal | 
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 | 11 | in the Software without restriction, including without limitation the rights | 
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 | 12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | 
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 | 13 | copies of the Software, and to permit persons to whom the Software is | 
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 | 14 | furnished to do so, subject to the following conditions: | 
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 | 15 |  | 
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 | 16 | The above copyright notice and this permission notice shall be included in | 
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 | 17 | all copies or substantial portions of the Software. | 
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 | 18 |  | 
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 | 19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | 
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 | 20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
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 | 21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | 
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 | 22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | 
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 | 23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | 
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 | 24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | 
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 | 25 | THE SOFTWARE. | 
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 | 26 | ----------------------------------------------------------------------------- | 
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 | 27 | */ | 
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 | 28 | #ifndef _LIGHT_H__ | 
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 | 29 | #define _LIGHT_H__ | 
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 | 30 |  | 
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 | 31 | #include "OgrePrerequisites.h" | 
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 | 32 |  | 
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 | 33 | #include "OgreColourValue.h" | 
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 | 34 | #include "OgreVector3.h" | 
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 | 35 | #include "OgreVector4.h" | 
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 | 36 | #include "OgreString.h" | 
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 | 37 | #include "OgreMovableObject.h" | 
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 | 38 | #include "OgrePlaneBoundedVolume.h" | 
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 | 39 | #include "OgreShadowCameraSetup.h" | 
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 | 40 | #include "OgreHeaderPrefix.h" | 
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 | 41 |  | 
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 | 42 | namespace Ogre { | 
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 | 43 |  | 
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 | 44 |  | 
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 | 45 |     /** \addtogroup Core | 
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 | 46 |     *  @{ | 
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 | 47 |     */ | 
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 | 48 |     /** \addtogroup Scene | 
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 | 49 |     *  @{ | 
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 | 50 |     */ | 
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 | 51 |     /** Representation of a dynamic light source in the scene. | 
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 | 52 |     @remarks | 
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 | 53 |         Lights are added to the scene like any other object. They contain various | 
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 | 54 |         parameters like type, position, attenuation (how light intensity fades with | 
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 | 55 |         distance), colour etc. | 
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 | 56 |     @par | 
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 | 57 |         The defaults when a light is created is pure white diffuse light, with no | 
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 | 58 |         attenuation (does not decrease with distance) and a range of 1000 world units. | 
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 | 59 |     @par | 
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 | 60 |         Lights are created by using the SceneManager::createLight method. They can subsequently be | 
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 | 61 |         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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 | 62 |         to a SceneNode is assumed to have a base position of (0,0,0) and a direction of (0,0,1) before modification | 
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 | 63 |         by the SceneNode's own orientation. If not attached to a SceneNode, | 
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 | 64 |         the light's position and direction is as set using setPosition and setDirection. | 
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 | 65 |     @par | 
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 | 66 |         Remember also that dynamic lights rely on modifying the colour of vertices based on the position of | 
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 | 67 |         the light compared to an object's vertex normals. Dynamic lighting will only look good if the | 
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 | 68 |         object being lit has a fair level of tessellation and the normals are properly set. This is particularly | 
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 | 69 |         true for the spotlight which will only look right on highly tessellated models. In the future OGRE may be | 
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 | 70 |         extended for certain scene types so an alternative to the standard dynamic lighting may be used, such | 
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 | 71 |             as dynamic lightmaps. | 
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 | 72 |     */ | 
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 | 73 |     class _OgreExport Light : public MovableObject | 
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 | 74 |     { | 
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 | 75 |     public: | 
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 | 76 |         /// Temp tag used for sorting | 
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 | 77 |         Real tempSquareDist; | 
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 | 78 |         /// internal method for calculating current squared distance from some world position | 
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 | 79 |         void _calcTempSquareDist(const Vector3& worldPos); | 
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 | 80 |  | 
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 | 81 |         /// Defines the type of light | 
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 | 82 |         enum LightTypes | 
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 | 83 |         { | 
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 | 84 |             /// Point light sources give off light equally in all directions, so require only position not direction | 
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 | 85 |             LT_POINT = 0, | 
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 | 86 |             /// Directional lights simulate parallel light beams from a distant source, hence have direction but no position | 
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 | 87 |             LT_DIRECTIONAL = 1, | 
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 | 88 |             /// Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff | 
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 | 89 |             LT_SPOTLIGHT = 2 | 
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 | 90 |         }; | 
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 | 91 |  | 
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 | 92 |         /** Default constructor (for Python mainly). | 
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 | 93 |         */ | 
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 | 94 |         Light(); | 
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 | 95 |  | 
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 | 96 |         /** Normal constructor. Should not be called directly, but rather the SceneManager::createLight method should be used. | 
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 | 97 |         */ | 
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 | 98 |         Light(const String& name); | 
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 | 99 |  | 
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 | 100 |         /** Standard destructor. | 
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 | 101 |         */ | 
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 | 102 |         ~Light(); | 
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 | 103 |  | 
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 | 104 |         /** Sets the type of light - see LightTypes for more info. | 
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 | 105 |         */ | 
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 | 106 |         void setType(LightTypes type); | 
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 | 107 |  | 
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 | 108 |         /** Returns the light type. | 
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 | 109 |         */ | 
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 | 110 |         LightTypes getType(void) const; | 
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 | 111 |  | 
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 | 112 |         /** Sets the colour of the diffuse light given off by this source. | 
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 | 113 |         @remarks | 
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 | 114 |             Material objects have ambient, diffuse and specular values which indicate how much of each type of | 
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 | 115 |             light an object reflects. This value denotes the amount and colour of this type of light the light | 
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 | 116 |             exudes into the scene. The actual appearance of objects is a combination of the two. | 
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 | 117 |         @par | 
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 | 118 |             Diffuse light simulates the typical light emanating from light sources and affects the base colour | 
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 | 119 |             of objects together with ambient light. | 
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 | 120 |         */ | 
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 | 121 |         void setDiffuseColour(Real red, Real green, Real blue); | 
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 | 122 |  | 
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 | 123 |         /** Sets the colour of the diffuse light given off by this source. | 
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 | 124 |         @remarks | 
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 | 125 |             Material objects have ambient, diffuse and specular values which indicate how much of each type of | 
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 | 126 |             light an object reflects. This value denotes the amount and colour of this type of light the light | 
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 | 127 |             exudes into the scene. The actual appearance of objects is a combination of the two. | 
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 | 128 |         @par | 
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 | 129 |             Diffuse light simulates the typical light emanating from light sources and affects the base colour | 
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 | 130 |             of objects together with ambient light. | 
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 | 131 |         */ | 
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 | 132 |         void setDiffuseColour(const ColourValue& colour); | 
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 | 133 |  | 
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 | 134 |         /** Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info). | 
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 | 135 |         */ | 
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 | 136 |         const ColourValue& getDiffuseColour(void) const; | 
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 | 137 |  | 
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 | 138 |         /** Sets the colour of the specular light given off by this source. | 
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 | 139 |         @remarks | 
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 | 140 |             Material objects have ambient, diffuse and specular values which indicate how much of each type of | 
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 | 141 |             light an object reflects. This value denotes the amount and colour of this type of light the light | 
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 | 142 |             exudes into the scene. The actual appearance of objects is a combination of the two. | 
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 | 143 |         @par | 
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 | 144 |             Specular light affects the appearance of shiny highlights on objects, and is also dependent on the | 
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 | 145 |             'shininess' Material value. | 
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 | 146 |         */ | 
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 | 147 |         void setSpecularColour(Real red, Real green, Real blue); | 
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 | 148 |  | 
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 | 149 |         /** Sets the colour of the specular light given off by this source. | 
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 | 150 |         @remarks | 
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 | 151 |             Material objects have ambient, diffuse and specular values which indicate how much of each type of | 
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 | 152 |             light an object reflects. This value denotes the amount and colour of this type of light the light | 
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 | 153 |             exudes into the scene. The actual appearance of objects is a combination of the two. | 
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 | 154 |         @par | 
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 | 155 |             Specular light affects the appearance of shiny highlights on objects, and is also dependent on the | 
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 | 156 |             'shininess' Material value. | 
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 | 157 |         */ | 
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 | 158 |         void setSpecularColour(const ColourValue& colour); | 
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 | 159 |  | 
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 | 160 |         /** Returns the colour of specular light given off by this light source. | 
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 | 161 |         */ | 
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 | 162 |         const ColourValue& getSpecularColour(void) const; | 
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 | 163 |  | 
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 | 164 |         /** Sets the attenuation parameters of the light source i.e. how it diminishes with distance. | 
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 | 165 |         @remarks | 
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 | 166 |             Lights normally get fainter the further they are away. Also, each light is given a maximum range | 
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 | 167 |             beyond which it cannot affect any objects. | 
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 | 168 |         @par | 
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 | 169 |             Light attenuation is not applicable to directional lights since they have an infinite range and | 
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 | 170 |             constant intensity. | 
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 | 171 |         @par | 
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 | 172 |             This follows a standard attenuation approach - see any good 3D text for the details of what they mean | 
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 | 173 |             since i don't have room here! | 
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 | 174 |         @param range | 
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 | 175 |             The absolute upper range of the light in world units. | 
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 | 176 |         @param constant | 
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 | 177 |             The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation. | 
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 | 178 |         @param linear | 
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 | 179 |             The linear factor in the attenuation formula: 1 means attenuate evenly over the distance. | 
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 | 180 |         @param quadratic | 
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 | 181 |             The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula. | 
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 | 182 |         */ | 
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 | 183 |         void setAttenuation(Real range, Real constant, Real linear, Real quadratic); | 
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 | 184 |  | 
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 | 185 |         /** Returns the absolute upper range of the light. | 
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 | 186 |         */ | 
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 | 187 |         Real getAttenuationRange(void) const; | 
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 | 188 |  | 
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 | 189 |         /** Returns the constant factor in the attenuation formula. | 
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 | 190 |         */ | 
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 | 191 |         Real getAttenuationConstant(void) const; | 
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 | 192 |  | 
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 | 193 |         /** Returns the linear factor in the attenuation formula. | 
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 | 194 |         */ | 
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 | 195 |         Real getAttenuationLinear(void) const; | 
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 | 196 |  | 
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 | 197 |         /** Returns the quadric factor in the attenuation formula. | 
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 | 198 |         */ | 
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 | 199 |         Real getAttenuationQuadric(void) const; | 
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 | 200 |  | 
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 | 201 |         /** Sets the position of the light. | 
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 | 202 |         @remarks | 
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 | 203 |             Applicable to point lights and spotlights only. | 
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 | 204 |         @note | 
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 | 205 |             This will be overridden if the light is attached to a SceneNode. | 
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 | 206 |         */ | 
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 | 207 |         void setPosition(Real x, Real y, Real z); | 
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 | 208 |  | 
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 | 209 |         /** Sets the position of the light. | 
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 | 210 |         @remarks | 
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 | 211 |             Applicable to point lights and spotlights only. | 
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 | 212 |         @note | 
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 | 213 |             This will be overridden if the light is attached to a SceneNode. | 
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 | 214 |         */ | 
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 | 215 |         void setPosition(const Vector3& vec); | 
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 | 216 |  | 
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 | 217 |         /** Returns the position of the light. | 
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 | 218 |         @note | 
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 | 219 |             Applicable to point lights and spotlights only. | 
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 | 220 |         */ | 
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 | 221 |         const Vector3& getPosition(void) const; | 
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 | 222 |  | 
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 | 223 |         /** Sets the direction in which a light points. | 
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 | 224 |         @remarks | 
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 | 225 |             Applicable only to the spotlight and directional light types. | 
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 | 226 |         @note | 
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 | 227 |             This will be overridden if the light is attached to a SceneNode. | 
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 | 228 |         */ | 
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 | 229 |         void setDirection(Real x, Real y, Real z); | 
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 | 230 |  | 
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 | 231 |         /** Sets the direction in which a light points. | 
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 | 232 |         @remarks | 
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 | 233 |             Applicable only to the spotlight and directional light types. | 
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 | 234 |         @note | 
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 | 235 |             This will be overridden if the light is attached to a SceneNode. | 
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 | 236 |         */ | 
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 | 237 |         void setDirection(const Vector3& vec); | 
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 | 238 |  | 
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 | 239 |         /** Returns the light's direction. | 
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 | 240 |         @remarks | 
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 | 241 |             Applicable only to the spotlight and directional light types. | 
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 | 242 |         */ | 
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 | 243 |         const Vector3& getDirection(void) const; | 
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 | 244 |  | 
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 | 245 |         /** Sets the range of a spotlight, i.e. the angle of the inner and outer cones | 
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 | 246 |             and the rate of falloff between them. | 
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 | 247 |         @param innerAngle | 
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 | 248 |             Angle covered by the bright inner cone | 
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 | 249 |             @note | 
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 | 250 |                 The inner cone applicable only to Direct3D, it'll always treat as zero in OpenGL. | 
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 | 251 |         @param outerAngle | 
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 | 252 |             Angle covered by the outer cone | 
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 | 253 |         @param falloff | 
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 | 254 |             The rate of falloff between the inner and outer cones. 1.0 means a linear falloff, | 
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 | 255 |             less means slower falloff, higher means faster falloff. | 
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 | 256 |         */ | 
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 | 257 |         void setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff = 1.0); | 
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 | 258 |  | 
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 | 259 |         /** Returns the angle covered by the spotlights inner cone. | 
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 | 260 |         */ | 
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 | 261 |         const Radian& getSpotlightInnerAngle(void) const; | 
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 | 262 |  | 
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 | 263 |         /** Returns the angle covered by the spotlights outer cone. | 
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 | 264 |         */ | 
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 | 265 |         const Radian& getSpotlightOuterAngle(void) const; | 
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 | 266 |  | 
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 | 267 |         /** Returns the falloff between the inner and outer cones of the spotlight. | 
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 | 268 |         */ | 
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 | 269 |         Real getSpotlightFalloff(void) const; | 
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 | 270 |  | 
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 | 271 |         /** Sets the angle covered by the spotlights inner cone. | 
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 | 272 |         */ | 
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 | 273 |         void setSpotlightInnerAngle(const Radian& val); | 
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 | 274 |  | 
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 | 275 |         /** Sets the angle covered by the spotlights outer cone. | 
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 | 276 |         */ | 
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 | 277 |         void setSpotlightOuterAngle(const Radian& val); | 
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 | 278 |  | 
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 | 279 |         /** Sets the falloff between the inner and outer cones of the spotlight. | 
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 | 280 |         */ | 
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 | 281 |         void setSpotlightFalloff(Real val); | 
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 | 282 |  | 
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 | 283 |         /** Set the near clip plane distance to be used by spotlights that use light | 
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 | 284 |             clipping, allowing you to render spots as if they start from further | 
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 | 285 |             down their frustum.  | 
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 | 286 |         @param nearClip | 
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 | 287 |             The near distance. | 
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 | 288 |         */ | 
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 | 289 |         void setSpotlightNearClipDistance(Real nearClip) { mSpotNearClip = nearClip; } | 
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 | 290 |          | 
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 | 291 |         /** Get the near clip plane distance to be used by spotlights that use light | 
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 | 292 |             clipping. | 
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 | 293 |         */ | 
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 | 294 |         Real getSpotlightNearClipDistance() const { return mSpotNearClip; } | 
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 | 295 |          | 
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 | 296 |         /** Set a scaling factor to indicate the relative power of a light. | 
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 | 297 |         @remarks | 
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 | 298 |             This factor is only useful in High Dynamic Range (HDR) rendering. | 
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 | 299 |             You can bind it to a shader variable to take it into account, | 
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 | 300 |             @see GpuProgramParameters | 
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 | 301 |         @param power | 
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 | 302 |             The power rating of this light, default is 1.0. | 
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 | 303 |         */ | 
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 | 304 |         void setPowerScale(Real power); | 
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 | 305 |  | 
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 | 306 |         /** Set the scaling factor which indicates the relative power of a  | 
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 | 307 |             light. | 
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 | 308 |         */ | 
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 | 309 |         Real getPowerScale(void) const; | 
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 | 310 |  | 
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 | 311 |         /** @copydoc MovableObject::_notifyAttached */ | 
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 | 312 |         void _notifyAttached(Node* parent, bool isTagPoint = false); | 
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 | 313 |  | 
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 | 314 |         /** @copydoc MovableObject::_notifyMoved */ | 
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 | 315 |         void _notifyMoved(void); | 
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 | 316 |  | 
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 | 317 |         /** @copydoc MovableObject::getBoundingBox */ | 
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 | 318 |         const AxisAlignedBox& getBoundingBox(void) const; | 
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 | 319 |  | 
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 | 320 |         /** @copydoc MovableObject::_updateRenderQueue */ | 
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 | 321 |         void _updateRenderQueue(RenderQueue* queue); | 
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 | 322 |  | 
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 | 323 |         /** @copydoc MovableObject::getMovableType */ | 
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 | 324 |         const String& getMovableType(void) const; | 
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 | 325 |  | 
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 | 326 |         /** Retrieves the position of the light including any transform from nodes it is attached to.  | 
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 | 327 |         @param cameraRelativeIfSet If set to true, returns data in camera-relative units if that's been set up (render use) | 
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 | 328 |         */ | 
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 | 329 |         const Vector3& getDerivedPosition(bool cameraRelativeIfSet = false) const; | 
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 | 330 |  | 
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 | 331 |         /** Retrieves the direction of the light including any transform from nodes it is attached to. */ | 
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 | 332 |         const Vector3& getDerivedDirection(void) const; | 
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 | 333 |  | 
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 | 334 |         /** @copydoc MovableObject::setVisible. | 
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 | 335 |         @remarks | 
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 | 336 |             Although lights themselves are not 'visible', setting a light to invisible | 
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 | 337 |             means it no longer affects the scene. | 
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 | 338 |         */ | 
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 | 339 |         void setVisible(bool visible); | 
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 | 340 |  | 
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 | 341 |         /** @copydoc MovableObject::getBoundingRadius */ | 
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 | 342 |         Real getBoundingRadius(void) const { return 0; /* not visible */ } | 
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 | 343 |  | 
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 | 344 |         /** Gets the details of this light as a 4D vector. | 
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 | 345 |         @remarks | 
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 | 346 |             Getting details of a light as a 4D vector can be useful for | 
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 | 347 |             doing general calculations between different light types; for | 
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 | 348 |             example the vector can represent both position lights (w=1.0f) | 
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 | 349 |             and directional lights (w=0.0f) and be used in the same  | 
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 | 350 |             calculations. | 
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 | 351 |         @param cameraRelativeIfSet | 
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 | 352 |             If set to @c true, returns data in camera-relative units if that's been set up (render use). | 
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 | 353 |         */ | 
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 | 354 |         Vector4 getAs4DVector(bool cameraRelativeIfSet = false) const; | 
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 | 355 |  | 
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 | 356 |         /** Internal method for calculating the 'near clip volume', which is | 
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 | 357 |             the volume formed between the near clip rectangle of the  | 
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 | 358 |             camera and the light. | 
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 | 359 |         @remarks | 
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 | 360 |             This volume is a pyramid for a point/spot light and | 
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 | 361 |             a cuboid for a directional light. It can used to detect whether | 
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 | 362 |             an object could be casting a shadow on the viewport. Note that | 
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 | 363 |             the reference returned is to a shared volume which will be  | 
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 | 364 |             reused across calls to this method. | 
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 | 365 |         */ | 
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 | 366 |         virtual const PlaneBoundedVolume& _getNearClipVolume(const Camera* const cam) const; | 
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 | 367 |  | 
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 | 368 |         /** Internal method for calculating the clip volumes outside of the  | 
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 | 369 |             frustum which can be used to determine which objects are casting | 
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 | 370 |             shadow on the frustum as a whole.  | 
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 | 371 |         @remarks | 
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 | 372 |             Each of the volumes is a pyramid for a point/spot light and | 
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 | 373 |             a cuboid for a directional light.  | 
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 | 374 |         */ | 
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 | 375 |         virtual const PlaneBoundedVolumeList& _getFrustumClipVolumes(const Camera* const cam) const; | 
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 | 376 |  | 
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 | 377 |         /// Override to return specific type flag | 
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 | 378 |         uint32 getTypeFlags(void) const; | 
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 | 379 |  | 
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 | 380 |         /// @copydoc AnimableObject::createAnimableValue | 
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 | 381 |         AnimableValuePtr createAnimableValue(const String& valueName); | 
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 | 382 |  | 
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 | 383 |         /** Set this light to use a custom shadow camera when rendering texture shadows. | 
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 | 384 |         @remarks | 
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 | 385 |             This changes the shadow camera setup for just this light,  you can set | 
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 | 386 |             the shadow camera setup globally using SceneManager::setShadowCameraSetup | 
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 | 387 |         @see ShadowCameraSetup | 
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 | 388 |         */ | 
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 | 389 |         void setCustomShadowCameraSetup(const ShadowCameraSetupPtr& customShadowSetup); | 
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 | 390 |  | 
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 | 391 |         /** Reset the shadow camera setup to the default.  | 
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 | 392 |         @see ShadowCameraSetup | 
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 | 393 |         */ | 
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 | 394 |         void resetCustomShadowCameraSetup(void); | 
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 | 395 |  | 
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 | 396 |         /** Return a pointer to the custom shadow camera setup (null means use SceneManager global version). */ | 
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 | 397 |         const ShadowCameraSetupPtr& getCustomShadowCameraSetup(void) const; | 
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 | 398 |  | 
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 | 399 |         /// @copydoc MovableObject::visitRenderables | 
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 | 400 |         void visitRenderables(Renderable::Visitor* visitor,  | 
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 | 401 |             bool debugRenderables = false); | 
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 | 402 |  | 
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 | 403 |         /** Gets the index at which this light is in the current render.  | 
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 | 404 |         @remarks | 
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 | 405 |             Lights will be present in the in a list for every renderable, | 
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 | 406 |             detected and sorted appropriately, and sometimes it's useful to know  | 
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 | 407 |             what position in that list a given light occupies. This can vary  | 
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 | 408 |             from frame to frame (and object to object) so you should not use this | 
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 | 409 |             value unless you're sure the context is correct. | 
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 | 410 |         */ | 
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 | 411 |         size_t _getIndexInFrame() const { return mIndexInFrame; } | 
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 | 412 |         void _notifyIndexInFrame(size_t i) { mIndexInFrame = i; } | 
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 | 413 |          | 
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 | 414 |         /** Sets the maximum distance away from the camera that shadows | 
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 | 415 |             by this light will be visible. | 
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 | 416 |         @remarks | 
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 | 417 |             Shadow techniques can be expensive, therefore it is a good idea | 
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 | 418 |             to limit them to being rendered close to the camera if possible, | 
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 | 419 |             and to skip the expense of rendering shadows for distance objects. | 
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 | 420 |             This method allows you to set the distance at which shadows will no | 
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 | 421 |             longer be rendered. | 
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 | 422 |         @note | 
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 | 423 |             Each shadow technique can interpret this subtely differently. | 
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 | 424 |             For example, one technique may use this to eliminate casters, | 
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 | 425 |             another might use it to attenuate the shadows themselves. | 
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 | 426 |             You should tweak this value to suit your chosen shadow technique | 
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 | 427 |             and scene setup. | 
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 | 428 |         */ | 
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 | 429 |         void setShadowFarDistance(Real distance); | 
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 | 430 |         /** Tells the light to use the shadow far distance of the SceneManager | 
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 | 431 |         */ | 
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 | 432 |         void resetShadowFarDistance(void); | 
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 | 433 |         /** Gets the maximum distance away from the camera that shadows | 
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 | 434 |             by this light will be visible. | 
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 | 435 |         */ | 
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 | 436 |         Real getShadowFarDistance(void) const; | 
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 | 437 |         Real getShadowFarDistanceSquared(void) const; | 
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 | 438 |  | 
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 | 439 |         /** Set the near clip plane distance to be used by the shadow camera, if | 
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 | 440 |             this light casts texture shadows. | 
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 | 441 |         @param nearClip | 
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 | 442 |             The distance, or -1 to use the main camera setting. | 
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 | 443 |         */ | 
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 | 444 |         void setShadowNearClipDistance(Real nearClip) { mShadowNearClipDist = nearClip; } | 
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 | 445 |  | 
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 | 446 |         /** Get the near clip plane distance to be used by the shadow camera, if | 
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 | 447 |             this light casts texture shadows. | 
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 | 448 |         @remarks | 
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 | 449 |             May be zero if the light doesn't have it's own near distance set; | 
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 | 450 |             use _deriveShadowNearDistance for a version guaranteed to give a result. | 
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 | 451 |         */ | 
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 | 452 |         Real getShadowNearClipDistance() const { return mShadowNearClipDist; } | 
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 | 453 |  | 
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 | 454 |         /** Derive a shadow camera near distance from either the light, or | 
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 | 455 |             from the main camera if the light doesn't have its own setting. | 
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 | 456 |         */ | 
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 | 457 |         Real _deriveShadowNearClipDistance(const Camera* maincam) const; | 
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 | 458 |  | 
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 | 459 |         /** Set the far clip plane distance to be used by the shadow camera, if | 
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 | 460 |             this light casts texture shadows. | 
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 | 461 |         @remarks | 
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 | 462 |             This is different from the 'shadow far distance', which is | 
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 | 463 |             always measured from the main camera. This distance is the far clip plane | 
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 | 464 |             of the light camera. | 
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 | 465 |         @param farClip | 
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 | 466 |             The distance, or -1 to use the main camera setting. | 
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 | 467 |         */ | 
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 | 468 |         void setShadowFarClipDistance(Real farClip) { mShadowFarClipDist = farClip; } | 
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 | 469 |  | 
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 | 470 |         /** Get the far clip plane distance to be used by the shadow camera, if | 
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 | 471 |             this light casts texture shadows. | 
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 | 472 |         @remarks | 
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 | 473 |             May be zero if the light doesn't have it's own far distance set; | 
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 | 474 |             use _deriveShadowfarDistance for a version guaranteed to give a result. | 
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 | 475 |         */ | 
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 | 476 |         Real getShadowFarClipDistance() const { return mShadowFarClipDist; } | 
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 | 477 |  | 
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 | 478 |         /** Derive a shadow camera far distance from either the light, or | 
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 | 479 |             from the main camera if the light doesn't have its own setting. | 
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 | 480 |         */ | 
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 | 481 |         Real _deriveShadowFarClipDistance(const Camera* maincam) const; | 
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 | 482 |  | 
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 | 483 |         /// Set the camera which this light should be relative to, for camera-relative rendering | 
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 | 484 |         void _setCameraRelative(Camera* cam); | 
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 | 485 |  | 
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 | 486 |         /** Sets a custom parameter for this Light, which may be used to  | 
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 | 487 |             drive calculations for this specific Renderable, like GPU program parameters. | 
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 | 488 |         @remarks | 
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 | 489 |             Calling this method simply associates a numeric index with a 4-dimensional | 
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 | 490 |             value for this specific Light. This is most useful if the material | 
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 | 491 |             which this Renderable uses a vertex or fragment program, and has an  | 
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 | 492 |             ACT_LIGHT_CUSTOM parameter entry. This parameter entry can refer to the | 
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 | 493 |             index you specify as part of this call, thereby mapping a custom | 
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 | 494 |             parameter for this renderable to a program parameter. | 
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 | 495 |         @param index | 
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 | 496 |             The index with which to associate the value. Note that this | 
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 | 497 |             does not have to start at 0, and can include gaps. It also has no direct | 
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 | 498 |             correlation with a GPU program parameter index - the mapping between the | 
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 | 499 |             two is performed by the ACT_LIGHT_CUSTOM entry, if that is used. | 
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 | 500 |         @param value | 
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 | 501 |             The value to associate. | 
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 | 502 |         */ | 
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 | 503 |         void setCustomParameter(uint16 index, const Vector4& value); | 
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 | 504 |  | 
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 | 505 |         /** Gets the custom value associated with this Light at the given index. | 
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 | 506 |         @param index Index of the parameter to retrieve | 
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 | 507 |         @see setCustomParameter for full details. | 
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 | 508 |         */ | 
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 | 509 |         const Vector4& getCustomParameter(uint16 index) const; | 
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 | 510 |  | 
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 | 511 |         /** Update a custom GpuProgramParameters constant which is derived from  | 
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 | 512 |             information only this Light knows. | 
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 | 513 |         @remarks | 
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 | 514 |             This method allows a Light to map in a custom GPU program parameter | 
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 | 515 |             based on it's own data. This is represented by a GPU auto parameter | 
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 | 516 |             of ACT_LIGHT_CUSTOM, and to allow there to be more than one of these per | 
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 | 517 |             Light, the 'data' field on the auto parameter will identify | 
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 | 518 |             which parameter is being updated and on which light. The implementation  | 
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 | 519 |             of this method must identify the parameter being updated, and call a 'setConstant'  | 
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 | 520 |             method on the passed in GpuProgramParameters object. | 
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 | 521 |         @par | 
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 | 522 |             You do not need to override this method if you're using the standard | 
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 | 523 |             sets of data associated with the Renderable as provided by setCustomParameter | 
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 | 524 |             and getCustomParameter. By default, the implementation will map from the | 
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 | 525 |             value indexed by the 'constantEntry.data' parameter to a value previously | 
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 | 526 |             set by setCustomParameter. But custom Renderables are free to override | 
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 | 527 |             this if they want, in any case. | 
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 | 528 |         @param paramIndex | 
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 | 529 |             The index of the constant being updated | 
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 | 530 |         @param constantEntry | 
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 | 531 |             The auto constant entry from the program parameters | 
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 | 532 |         @param params | 
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 | 533 |             The parameters object which this method should call to  | 
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 | 534 |             set the updated parameters. | 
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 | 535 |         */ | 
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 | 536 |         virtual void _updateCustomGpuParameter(uint16 paramIndex,  | 
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 | 537 |             const GpuProgramParameters::AutoConstantEntry& constantEntry,  | 
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 | 538 |             GpuProgramParameters* params) const; | 
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 | 539 |                  | 
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 | 540 |         /** Check whether a sphere is included in the lighted area of the light  | 
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 | 541 |         @note  | 
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 | 542 |             The function trades accuracy for efficiency. As a result you may get | 
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 | 543 |             false-positives (The function should not return any false-negatives). | 
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 | 544 |         */ | 
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 | 545 |         bool isInLightRange(const Ogre::Sphere& sphere) const; | 
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 | 546 |          | 
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 | 547 |         /** Check whether a bounding box is included in the lighted     area of the light | 
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 | 548 |         @note  | 
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 | 549 |             The function trades accuracy for efficiency. As a result you may get | 
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 | 550 |             false-positives (The function should not return any false-negatives). | 
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 | 551 |         */ | 
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 | 552 |         bool isInLightRange(const Ogre::AxisAlignedBox& container) const; | 
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 | 553 |      | 
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 | 554 |     protected: | 
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 | 555 |         /// Internal method for synchronising with parent node (if any) | 
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 | 556 |         virtual void update(void) const; | 
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 | 557 |  | 
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 | 558 |         /// @copydoc AnimableObject::getAnimableDictionaryName | 
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 | 559 |         const String& getAnimableDictionaryName(void) const; | 
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 | 560 |         /// @copydoc AnimableObject::initialiseAnimableDictionary | 
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 | 561 |         void initialiseAnimableDictionary(StringVector& vec) const; | 
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 | 562 |  | 
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 | 563 |         LightTypes mLightType; | 
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 | 564 |         Vector3 mPosition; | 
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 | 565 |         ColourValue mDiffuse; | 
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 | 566 |         ColourValue mSpecular; | 
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 | 567 |  | 
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 | 568 |         Vector3 mDirection; | 
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 | 569 |  | 
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 | 570 |         Radian mSpotOuter; | 
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 | 571 |         Radian mSpotInner; | 
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 | 572 |         Real mSpotFalloff; | 
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 | 573 |         Real mSpotNearClip; | 
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 | 574 |         Real mRange; | 
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 | 575 |         Real mAttenuationConst; | 
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 | 576 |         Real mAttenuationLinear; | 
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 | 577 |         Real mAttenuationQuad; | 
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 | 578 |         Real mPowerScale; | 
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 | 579 |         size_t mIndexInFrame; | 
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 | 580 |         bool mOwnShadowFarDist; | 
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 | 581 |         Real mShadowFarDist; | 
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 | 582 |         Real mShadowFarDistSquared; | 
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 | 583 |          | 
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 | 584 |         Real mShadowNearClipDist; | 
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 | 585 |         Real mShadowFarClipDist; | 
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 | 586 |  | 
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 | 587 |  | 
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 | 588 |         mutable Vector3 mDerivedPosition; | 
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 | 589 |         mutable Vector3 mDerivedDirection; | 
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 | 590 |         // Slightly hacky but unless we separate observed light render state from main Light... | 
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 | 591 |         mutable Vector3 mDerivedCamRelativePosition; | 
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 | 592 |         mutable bool mDerivedCamRelativeDirty; | 
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 | 593 |         Camera* mCameraToBeRelativeTo; | 
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 | 594 |  | 
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 | 595 |         /// Shared class-level name for Movable type. | 
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 | 596 |         static String msMovableType; | 
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 | 597 |  | 
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 | 598 |         mutable PlaneBoundedVolume mNearClipVolume; | 
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 | 599 |         mutable PlaneBoundedVolumeList mFrustumClipVolumes; | 
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 | 600 |         /// Is the derived transform dirty? | 
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 | 601 |         mutable bool mDerivedTransformDirty; | 
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 | 602 |  | 
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 | 603 |         /// Pointer to a custom shadow camera setup. | 
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 | 604 |         mutable ShadowCameraSetupPtr mCustomShadowCameraSetup; | 
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 | 605 |  | 
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 | 606 |         typedef map<uint16, Vector4>::type CustomParameterMap; | 
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 | 607 |         /// Stores the custom parameters for the light. | 
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 | 608 |         CustomParameterMap mCustomParameters; | 
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 | 609 |     }; | 
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 | 610 |  | 
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 | 611 |     /** Factory object for creating Light instances. */ | 
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 | 612 |     class _OgreExport LightFactory : public MovableObjectFactory | 
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 | 613 |     { | 
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 | 614 |     protected: | 
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 | 615 |         MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params); | 
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 | 616 |     public: | 
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 | 617 |         LightFactory() {} | 
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 | 618 |         ~LightFactory() {} | 
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 | 619 |  | 
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 | 620 |         static String FACTORY_TYPE_NAME; | 
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 | 621 |  | 
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 | 622 |         const String& getType(void) const; | 
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 | 623 |         void destroyInstance(MovableObject* obj);   | 
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 | 624 |  | 
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 | 625 |     }; | 
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 | 626 |     /** @} */ | 
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 | 627 |     /** @} */ | 
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 | 628 |  | 
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 | 629 | #include "OgreHeaderPrefix.h" | 
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 | 630 |  | 
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 | 631 | } // namespace Ogre | 
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 | 632 | #endif // _LIGHT_H__ | 
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