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