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 | #include "OgreStableHeaders.h" |
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30 | #include "OgreLight.h" |
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31 | |
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32 | #include "OgreException.h" |
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33 | #include "OgreSceneNode.h" |
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34 | #include "OgreCamera.h" |
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35 | #include "OgreSceneManager.h" |
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36 | |
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37 | namespace Ogre { |
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38 | //----------------------------------------------------------------------- |
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39 | Light::Light() |
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40 | : mLightType(LT_POINT), |
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41 | mPosition(Vector3::ZERO), |
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42 | mDiffuse(ColourValue::White), |
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43 | mSpecular(ColourValue::Black), |
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44 | mDirection(Vector3::UNIT_Z), |
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45 | mSpotOuter(Degree(40.0f)), |
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46 | mSpotInner(Degree(30.0f)), |
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47 | mSpotFalloff(1.0f), |
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48 | mRange(100000), |
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49 | mAttenuationConst(1.0f), |
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50 | mAttenuationLinear(0.0f), |
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51 | mAttenuationQuad(0.0f), |
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52 | mPowerScale(1.0f), |
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53 | mDerivedPosition(Vector3::ZERO), |
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54 | mDerivedDirection(Vector3::UNIT_Z), |
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55 | mDerivedTransformDirty(false), |
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56 | mCustomShadowCameraSetup() |
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57 | { |
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58 | } |
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59 | //----------------------------------------------------------------------- |
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60 | Light::Light(const String& name) : MovableObject(name), |
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61 | mLightType(LT_POINT), |
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62 | mPosition(Vector3::ZERO), |
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63 | mDiffuse(ColourValue::White), |
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64 | mSpecular(ColourValue::Black), |
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65 | mDirection(Vector3::UNIT_Z), |
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66 | mSpotOuter(Degree(40.0f)), |
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67 | mSpotInner(Degree(30.0f)), |
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68 | mSpotFalloff(1.0f), |
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69 | mRange(100000), |
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70 | mAttenuationConst(1.0f), |
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71 | mAttenuationLinear(0.0f), |
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72 | mAttenuationQuad(0.0f), |
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73 | mPowerScale(1.0f), |
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74 | mDerivedPosition(Vector3::ZERO), |
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75 | mDerivedDirection(Vector3::UNIT_Z), |
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76 | mDerivedTransformDirty(false), |
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77 | mCustomShadowCameraSetup() |
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78 | { |
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79 | } |
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80 | //----------------------------------------------------------------------- |
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81 | Light::~Light() |
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82 | { |
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83 | } |
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84 | //----------------------------------------------------------------------- |
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85 | void Light::setType(LightTypes type) |
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86 | { |
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87 | mLightType = type; |
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88 | } |
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89 | //----------------------------------------------------------------------- |
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90 | Light::LightTypes Light::getType(void) const |
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91 | { |
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92 | return mLightType; |
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93 | } |
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94 | //----------------------------------------------------------------------- |
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95 | void Light::setPosition(Real x, Real y, Real z) |
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96 | { |
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97 | mPosition.x = x; |
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98 | mPosition.y = y; |
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99 | mPosition.z = z; |
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100 | mDerivedTransformDirty = true; |
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101 | |
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102 | } |
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103 | //----------------------------------------------------------------------- |
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104 | void Light::setPosition(const Vector3& vec) |
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105 | { |
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106 | mPosition = vec; |
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107 | mDerivedTransformDirty = true; |
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108 | } |
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109 | //----------------------------------------------------------------------- |
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110 | const Vector3& Light::getPosition(void) const |
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111 | { |
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112 | return mPosition; |
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113 | } |
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114 | //----------------------------------------------------------------------- |
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115 | void Light::setDirection(Real x, Real y, Real z) |
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116 | { |
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117 | mDirection.x = x; |
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118 | mDirection.y = y; |
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119 | mDirection.z = z; |
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120 | mDerivedTransformDirty = true; |
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121 | } |
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122 | //----------------------------------------------------------------------- |
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123 | void Light::setDirection(const Vector3& vec) |
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124 | { |
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125 | mDirection = vec; |
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126 | mDerivedTransformDirty = true; |
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127 | } |
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128 | //----------------------------------------------------------------------- |
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129 | const Vector3& Light::getDirection(void) const |
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130 | { |
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131 | return mDirection; |
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132 | } |
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133 | //----------------------------------------------------------------------- |
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134 | void Light::setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff) |
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135 | { |
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136 | |
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137 | if (mLightType != LT_SPOTLIGHT) |
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138 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
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139 | "setSpotlightRange is only valid for spotlights.", |
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140 | "Light::setSpotlightRange"); |
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141 | |
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142 | mSpotInner =innerAngle; |
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143 | mSpotOuter = outerAngle; |
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144 | mSpotFalloff = falloff; |
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145 | } |
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146 | //----------------------------------------------------------------------- |
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147 | void Light::setSpotlightInnerAngle(const Radian& val) |
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148 | { |
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149 | mSpotInner = val; |
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150 | } |
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151 | //----------------------------------------------------------------------- |
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152 | void Light::setSpotlightOuterAngle(const Radian& val) |
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153 | { |
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154 | mSpotOuter = val; |
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155 | } |
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156 | //----------------------------------------------------------------------- |
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157 | void Light::setSpotlightFalloff(Real val) |
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158 | { |
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159 | mSpotFalloff = val; |
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160 | } |
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161 | //----------------------------------------------------------------------- |
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162 | const Radian& Light::getSpotlightInnerAngle(void) const |
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163 | { |
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164 | return mSpotInner; |
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165 | } |
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166 | //----------------------------------------------------------------------- |
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167 | const Radian& Light::getSpotlightOuterAngle(void) const |
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168 | { |
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169 | return mSpotOuter; |
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170 | } |
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171 | //----------------------------------------------------------------------- |
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172 | Real Light::getSpotlightFalloff(void) const |
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173 | { |
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174 | return mSpotFalloff; |
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175 | } |
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176 | //----------------------------------------------------------------------- |
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177 | void Light::setDiffuseColour(Real red, Real green, Real blue) |
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178 | { |
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179 | mDiffuse.r = red; |
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180 | mDiffuse.b = blue; |
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181 | mDiffuse.g = green; |
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182 | } |
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183 | //----------------------------------------------------------------------- |
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184 | void Light::setDiffuseColour(const ColourValue& colour) |
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185 | { |
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186 | mDiffuse = colour; |
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187 | } |
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188 | //----------------------------------------------------------------------- |
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189 | const ColourValue& Light::getDiffuseColour(void) const |
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190 | { |
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191 | return mDiffuse; |
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192 | } |
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193 | //----------------------------------------------------------------------- |
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194 | void Light::setSpecularColour(Real red, Real green, Real blue) |
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195 | { |
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196 | mSpecular.r = red; |
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197 | mSpecular.b = blue; |
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198 | mSpecular.g = green; |
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199 | } |
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200 | //----------------------------------------------------------------------- |
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201 | void Light::setSpecularColour(const ColourValue& colour) |
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202 | { |
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203 | mSpecular = colour; |
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204 | } |
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205 | //----------------------------------------------------------------------- |
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206 | const ColourValue& Light::getSpecularColour(void) const |
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207 | { |
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208 | return mSpecular; |
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209 | } |
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210 | //----------------------------------------------------------------------- |
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211 | void Light::setAttenuation(Real range, Real constant, |
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212 | Real linear, Real quadratic) |
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213 | { |
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214 | mRange = range; |
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215 | mAttenuationConst = constant; |
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216 | mAttenuationLinear = linear; |
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217 | mAttenuationQuad = quadratic; |
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218 | } |
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219 | //----------------------------------------------------------------------- |
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220 | Real Light::getAttenuationRange(void) const |
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221 | { |
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222 | return mRange; |
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223 | } |
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224 | //----------------------------------------------------------------------- |
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225 | Real Light::getAttenuationConstant(void) const |
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226 | { |
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227 | return mAttenuationConst; |
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228 | } |
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229 | //----------------------------------------------------------------------- |
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230 | Real Light::getAttenuationLinear(void) const |
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231 | { |
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232 | return mAttenuationLinear; |
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233 | } |
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234 | //----------------------------------------------------------------------- |
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235 | Real Light::getAttenuationQuadric(void) const |
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236 | { |
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237 | return mAttenuationQuad; |
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238 | } |
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239 | //----------------------------------------------------------------------- |
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240 | void Light::setPowerScale(Real power) |
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241 | { |
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242 | mPowerScale = power; |
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243 | } |
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244 | //----------------------------------------------------------------------- |
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245 | Real Light::getPowerScale(void) const |
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246 | { |
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247 | return mPowerScale; |
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248 | } |
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249 | //----------------------------------------------------------------------- |
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250 | void Light::update(void) const |
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251 | { |
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252 | if (mDerivedTransformDirty) |
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253 | { |
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254 | if (mParentNode) |
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255 | { |
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256 | // Ok, update with SceneNode we're attached to |
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257 | const Quaternion& parentOrientation = mParentNode->_getDerivedOrientation(); |
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258 | const Vector3& parentPosition = mParentNode->_getDerivedPosition(); |
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259 | mDerivedDirection = parentOrientation * mDirection; |
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260 | mDerivedPosition = (parentOrientation * mPosition) + parentPosition; |
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261 | } |
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262 | else |
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263 | { |
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264 | mDerivedPosition = mPosition; |
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265 | mDerivedDirection = mDirection; |
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266 | } |
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267 | |
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268 | mDerivedTransformDirty = false; |
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269 | } |
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270 | } |
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271 | //----------------------------------------------------------------------- |
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272 | void Light::_notifyAttached(Node* parent, bool isTagPoint) |
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273 | { |
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274 | mDerivedTransformDirty = true; |
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275 | |
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276 | MovableObject::_notifyAttached(parent, isTagPoint); |
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277 | } |
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278 | //----------------------------------------------------------------------- |
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279 | void Light::_notifyMoved(void) |
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280 | { |
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281 | mDerivedTransformDirty = true; |
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282 | |
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283 | MovableObject::_notifyMoved(); |
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284 | } |
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285 | //----------------------------------------------------------------------- |
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286 | const AxisAlignedBox& Light::getBoundingBox(void) const |
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287 | { |
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288 | // Null, lights are not visible |
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289 | static AxisAlignedBox box; |
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290 | return box; |
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291 | } |
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292 | //----------------------------------------------------------------------- |
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293 | void Light::_updateRenderQueue(RenderQueue* queue) |
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294 | { |
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295 | // Do nothing |
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296 | } |
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297 | //----------------------------------------------------------------------- |
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298 | const String& Light::getMovableType(void) const |
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299 | { |
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300 | return LightFactory::FACTORY_TYPE_NAME; |
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301 | } |
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302 | //----------------------------------------------------------------------- |
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303 | const Vector3& Light::getDerivedPosition(void) const |
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304 | { |
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305 | update(); |
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306 | return mDerivedPosition; |
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307 | } |
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308 | //----------------------------------------------------------------------- |
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309 | const Vector3& Light::getDerivedDirection(void) const |
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310 | { |
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311 | update(); |
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312 | return mDerivedDirection; |
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313 | } |
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314 | //----------------------------------------------------------------------- |
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315 | void Light::setVisible(bool visible) |
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316 | { |
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317 | MovableObject::setVisible(visible); |
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318 | } |
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319 | //----------------------------------------------------------------------- |
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320 | Vector4 Light::getAs4DVector(void) const |
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321 | { |
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322 | Vector4 ret; |
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323 | if (mLightType == Light::LT_DIRECTIONAL) |
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324 | { |
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325 | ret = -(getDerivedDirection()); // negate direction as 'position' |
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326 | ret.w = 0.0; // infinite distance |
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327 | } |
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328 | else |
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329 | { |
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330 | ret = getDerivedPosition(); |
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331 | ret.w = 1.0; |
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332 | } |
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333 | return ret; |
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334 | } |
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335 | //----------------------------------------------------------------------- |
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336 | const PlaneBoundedVolume& Light::_getNearClipVolume(const Camera* const cam) const |
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337 | { |
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338 | // First check if the light is close to the near plane, since |
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339 | // in this case we have to build a degenerate clip volume |
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340 | mNearClipVolume.planes.clear(); |
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341 | mNearClipVolume.outside = Plane::NEGATIVE_SIDE; |
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342 | |
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343 | Real n = cam->getNearClipDistance(); |
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344 | // Homogenous position |
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345 | Vector4 lightPos = getAs4DVector(); |
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346 | // 3D version (not the same as _getDerivedPosition, is -direction for |
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347 | // directional lights) |
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348 | Vector3 lightPos3 = Vector3(lightPos.x, lightPos.y, lightPos.z); |
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349 | |
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350 | // Get eye-space light position |
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351 | // use 4D vector so directional lights still work |
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352 | Vector4 eyeSpaceLight = cam->getViewMatrix() * lightPos; |
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353 | // Find distance to light, project onto -Z axis |
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354 | Real d = eyeSpaceLight.dotProduct( |
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355 | Vector4(0, 0, -1, -n) ); |
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356 | #define THRESHOLD 1e-6 |
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357 | if (d > THRESHOLD || d < -THRESHOLD) |
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358 | { |
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359 | // light is not too close to the near plane |
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360 | // First find the worldspace positions of the corners of the viewport |
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361 | const Vector3 *corner = cam->getWorldSpaceCorners(); |
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362 | int winding = (d < 0) ^ cam->isReflected() ? +1 : -1; |
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363 | // Iterate over world points and form side planes |
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364 | Vector3 normal; |
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365 | Vector3 lightDir; |
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366 | for (unsigned int i = 0; i < 4; ++i) |
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367 | { |
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368 | // Figure out light dir |
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369 | lightDir = lightPos3 - (corner[i] * lightPos.w); |
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370 | // Cross with anticlockwise corner, therefore normal points in |
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371 | normal = (corner[i] - corner[(i+winding)%4]) |
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372 | .crossProduct(lightDir); |
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373 | normal.normalise(); |
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374 | mNearClipVolume.planes.push_back(Plane(normal, corner[i])); |
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375 | } |
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376 | |
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377 | // Now do the near plane plane |
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378 | normal = cam->getFrustumPlane(FRUSTUM_PLANE_NEAR).normal; |
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379 | if (d < 0) |
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380 | { |
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381 | // Behind near plane |
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382 | normal = -normal; |
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383 | } |
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384 | const Vector3& cameraPos = cam->getDerivedPosition(); |
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385 | mNearClipVolume.planes.push_back(Plane(normal, cameraPos)); |
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386 | |
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387 | // Finally, for a point/spot light we can add a sixth plane |
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388 | // This prevents false positives from behind the light |
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389 | if (mLightType != LT_DIRECTIONAL) |
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390 | { |
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391 | // Direction from light perpendicular to near plane |
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392 | mNearClipVolume.planes.push_back(Plane(-normal, lightPos3)); |
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393 | } |
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394 | } |
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395 | else |
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396 | { |
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397 | // light is close to being on the near plane |
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398 | // degenerate volume including the entire scene |
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399 | // we will always require light / dark caps |
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400 | mNearClipVolume.planes.push_back(Plane(Vector3::UNIT_Z, -n)); |
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401 | mNearClipVolume.planes.push_back(Plane(-Vector3::UNIT_Z, n)); |
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402 | } |
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403 | |
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404 | return mNearClipVolume; |
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405 | } |
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406 | //----------------------------------------------------------------------- |
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407 | const PlaneBoundedVolumeList& Light::_getFrustumClipVolumes(const Camera* const cam) const |
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408 | { |
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409 | |
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410 | // Homogenous light position |
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411 | Vector4 lightPos = getAs4DVector(); |
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412 | // 3D version (not the same as _getDerivedPosition, is -direction for |
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413 | // directional lights) |
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414 | Vector3 lightPos3 = Vector3(lightPos.x, lightPos.y, lightPos.z); |
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415 | |
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416 | const Vector3 *clockwiseVerts[4]; |
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417 | |
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418 | // Get worldspace frustum corners |
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419 | const Vector3* corners = cam->getWorldSpaceCorners(); |
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420 | int winding = cam->isReflected() ? +1 : -1; |
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421 | |
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422 | bool infiniteViewDistance = (cam->getFarClipDistance() == 0); |
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423 | |
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424 | mFrustumClipVolumes.clear(); |
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425 | for (unsigned short n = 0; n < 6; ++n) |
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426 | { |
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427 | // Skip far plane if infinite view frustum |
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428 | if (infiniteViewDistance && n == FRUSTUM_PLANE_FAR) |
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429 | continue; |
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430 | |
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431 | const Plane& plane = cam->getFrustumPlane(n); |
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432 | Vector4 planeVec(plane.normal.x, plane.normal.y, plane.normal.z, plane.d); |
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433 | // planes face inwards, we need to know if light is on negative side |
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434 | Real d = planeVec.dotProduct(lightPos); |
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435 | if (d < -1e-06) |
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436 | { |
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437 | // Ok, this is a valid one |
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438 | // clockwise verts mean we can cross-product and always get normals |
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439 | // facing into the volume we create |
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440 | |
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441 | mFrustumClipVolumes.push_back(PlaneBoundedVolume()); |
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442 | PlaneBoundedVolume& vol = mFrustumClipVolumes.back(); |
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443 | switch(n) |
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444 | { |
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445 | case(FRUSTUM_PLANE_NEAR): |
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446 | clockwiseVerts[0] = corners + 3; |
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447 | clockwiseVerts[1] = corners + 2; |
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448 | clockwiseVerts[2] = corners + 1; |
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449 | clockwiseVerts[3] = corners + 0; |
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450 | break; |
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451 | case(FRUSTUM_PLANE_FAR): |
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452 | clockwiseVerts[0] = corners + 7; |
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453 | clockwiseVerts[1] = corners + 6; |
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454 | clockwiseVerts[2] = corners + 5; |
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455 | clockwiseVerts[3] = corners + 4; |
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456 | break; |
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457 | case(FRUSTUM_PLANE_LEFT): |
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458 | clockwiseVerts[0] = corners + 2; |
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459 | clockwiseVerts[1] = corners + 6; |
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460 | clockwiseVerts[2] = corners + 5; |
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461 | clockwiseVerts[3] = corners + 1; |
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462 | break; |
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463 | case(FRUSTUM_PLANE_RIGHT): |
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464 | clockwiseVerts[0] = corners + 7; |
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465 | clockwiseVerts[1] = corners + 3; |
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466 | clockwiseVerts[2] = corners + 0; |
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467 | clockwiseVerts[3] = corners + 4; |
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468 | break; |
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469 | case(FRUSTUM_PLANE_TOP): |
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470 | clockwiseVerts[0] = corners + 0; |
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471 | clockwiseVerts[1] = corners + 1; |
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472 | clockwiseVerts[2] = corners + 5; |
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473 | clockwiseVerts[3] = corners + 4; |
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474 | break; |
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475 | case(FRUSTUM_PLANE_BOTTOM): |
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476 | clockwiseVerts[0] = corners + 7; |
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477 | clockwiseVerts[1] = corners + 6; |
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478 | clockwiseVerts[2] = corners + 2; |
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479 | clockwiseVerts[3] = corners + 3; |
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480 | break; |
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481 | }; |
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482 | |
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483 | // Build a volume |
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484 | // Iterate over world points and form side planes |
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485 | Vector3 normal; |
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486 | Vector3 lightDir; |
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487 | for (unsigned int i = 0; i < 4; ++i) |
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488 | { |
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489 | // Figure out light dir |
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490 | lightDir = lightPos3 - (*(clockwiseVerts[i]) * lightPos.w); |
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491 | Vector3 edgeDir = *(clockwiseVerts[i]) - *(clockwiseVerts[(i+winding)%4]); |
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492 | // Cross with anticlockwise corner, therefore normal points in |
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493 | normal = edgeDir.crossProduct(lightDir); |
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494 | normal.normalise(); |
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495 | vol.planes.push_back(Plane(normal, *(clockwiseVerts[i]))); |
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496 | } |
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497 | |
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498 | // Now do the near plane (this is the plane of the side we're |
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499 | // talking about, with the normal inverted (d is already interpreted as -ve) |
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500 | vol.planes.push_back( Plane(-plane.normal, plane.d) ); |
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501 | |
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502 | // Finally, for a point/spot light we can add a sixth plane |
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503 | // This prevents false positives from behind the light |
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504 | if (mLightType != LT_DIRECTIONAL) |
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505 | { |
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506 | // re-use our own plane normal |
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507 | vol.planes.push_back(Plane(plane.normal, lightPos3)); |
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508 | } |
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509 | } |
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510 | } |
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511 | |
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512 | return mFrustumClipVolumes; |
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513 | } |
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514 | //----------------------------------------------------------------------- |
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515 | uint32 Light::getTypeFlags(void) const |
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516 | { |
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517 | return SceneManager::LIGHT_TYPE_MASK; |
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518 | } |
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519 | //----------------------------------------------------------------------- |
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520 | const String& Light::getAnimableDictionaryName(void) const |
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521 | { |
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522 | return LightFactory::FACTORY_TYPE_NAME; |
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523 | } |
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524 | //----------------------------------------------------------------------- |
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525 | void Light::initialiseAnimableDictionary(StringVector& vec) const |
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526 | { |
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527 | vec.push_back("diffuseColour"); |
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528 | vec.push_back("specularColour"); |
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529 | vec.push_back("attenuation"); |
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530 | vec.push_back("spotlightInner"); |
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531 | vec.push_back("spotlightOuter"); |
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532 | vec.push_back("spotlightFalloff"); |
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533 | |
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534 | } |
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535 | //----------------------------------------------------------------------- |
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536 | class LightDiffuseColourValue : public AnimableValue |
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537 | { |
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538 | protected: |
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539 | Light* mLight; |
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540 | public: |
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541 | LightDiffuseColourValue(Light* l) :AnimableValue(COLOUR) |
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542 | { mLight = l; } |
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543 | void setValue(const ColourValue& val) |
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544 | { |
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545 | mLight->setDiffuseColour(val); |
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546 | } |
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547 | void applyDeltaValue(const ColourValue& val) |
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548 | { |
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549 | setValue(mLight->getDiffuseColour() + val); |
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550 | } |
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551 | void setCurrentStateAsBaseValue(void) |
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552 | { |
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553 | setAsBaseValue(mLight->getDiffuseColour()); |
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554 | } |
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555 | |
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556 | }; |
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557 | //----------------------------------------------------------------------- |
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558 | class LightSpecularColourValue : public AnimableValue |
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559 | { |
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560 | protected: |
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561 | Light* mLight; |
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562 | public: |
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563 | LightSpecularColourValue(Light* l) :AnimableValue(COLOUR) |
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564 | { mLight = l; } |
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565 | void setValue(const ColourValue& val) |
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566 | { |
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567 | mLight->setSpecularColour(val); |
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568 | } |
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569 | void applyDeltaValue(const ColourValue& val) |
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570 | { |
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571 | setValue(mLight->getSpecularColour() + val); |
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572 | } |
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573 | void setCurrentStateAsBaseValue(void) |
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574 | { |
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575 | setAsBaseValue(mLight->getSpecularColour()); |
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576 | } |
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577 | |
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578 | }; |
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579 | //----------------------------------------------------------------------- |
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580 | class LightAttenuationValue : public AnimableValue |
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581 | { |
---|
582 | protected: |
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583 | Light* mLight; |
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584 | public: |
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585 | LightAttenuationValue(Light* l) :AnimableValue(VECTOR4) |
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586 | { mLight = l; } |
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587 | void setValue(const Vector4& val) |
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588 | { |
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589 | mLight->setAttenuation(val.x, val.y, val.z, val.w); |
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590 | } |
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591 | void applyDeltaValue(const Vector4& val) |
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592 | { |
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593 | setValue(mLight->getAs4DVector() + val); |
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594 | } |
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595 | void setCurrentStateAsBaseValue(void) |
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596 | { |
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597 | setAsBaseValue(mLight->getAs4DVector()); |
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598 | } |
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599 | |
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600 | }; |
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601 | //----------------------------------------------------------------------- |
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602 | class LightSpotlightInnerValue : public AnimableValue |
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603 | { |
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604 | protected: |
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605 | Light* mLight; |
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606 | public: |
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607 | LightSpotlightInnerValue(Light* l) :AnimableValue(REAL) |
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608 | { mLight = l; } |
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609 | void setValue(Real val) |
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610 | { |
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611 | mLight->setSpotlightInnerAngle(Radian(val)); |
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612 | } |
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613 | void applyDeltaValue(Real val) |
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614 | { |
---|
615 | setValue(mLight->getSpotlightInnerAngle().valueRadians() + val); |
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616 | } |
---|
617 | void setCurrentStateAsBaseValue(void) |
---|
618 | { |
---|
619 | setAsBaseValue(mLight->getSpotlightInnerAngle().valueRadians()); |
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620 | } |
---|
621 | |
---|
622 | }; |
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623 | //----------------------------------------------------------------------- |
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624 | class LightSpotlightOuterValue : public AnimableValue |
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625 | { |
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626 | protected: |
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627 | Light* mLight; |
---|
628 | public: |
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629 | LightSpotlightOuterValue(Light* l) :AnimableValue(REAL) |
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630 | { mLight = l; } |
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631 | void setValue(Real val) |
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632 | { |
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633 | mLight->setSpotlightOuterAngle(Radian(val)); |
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634 | } |
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635 | void applyDeltaValue(Real val) |
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636 | { |
---|
637 | setValue(mLight->getSpotlightOuterAngle().valueRadians() + val); |
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638 | } |
---|
639 | void setCurrentStateAsBaseValue(void) |
---|
640 | { |
---|
641 | setAsBaseValue(mLight->getSpotlightOuterAngle().valueRadians()); |
---|
642 | } |
---|
643 | |
---|
644 | }; |
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645 | //----------------------------------------------------------------------- |
---|
646 | class LightSpotlightFalloffValue : public AnimableValue |
---|
647 | { |
---|
648 | protected: |
---|
649 | Light* mLight; |
---|
650 | public: |
---|
651 | LightSpotlightFalloffValue(Light* l) :AnimableValue(REAL) |
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652 | { mLight = l; } |
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653 | void setValue(Real val) |
---|
654 | { |
---|
655 | mLight->setSpotlightFalloff(val); |
---|
656 | } |
---|
657 | void applyDeltaValue(Real val) |
---|
658 | { |
---|
659 | setValue(mLight->getSpotlightFalloff() + val); |
---|
660 | } |
---|
661 | void setCurrentStateAsBaseValue(void) |
---|
662 | { |
---|
663 | setAsBaseValue(mLight->getSpotlightFalloff()); |
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664 | } |
---|
665 | |
---|
666 | }; |
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667 | //----------------------------------------------------------------------- |
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668 | AnimableValuePtr Light::createAnimableValue(const String& valueName) |
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669 | { |
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670 | if (valueName == "diffuseColour") |
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671 | { |
---|
672 | return AnimableValuePtr( |
---|
673 | new LightDiffuseColourValue(this)); |
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674 | } |
---|
675 | else if(valueName == "specularColour") |
---|
676 | { |
---|
677 | return AnimableValuePtr( |
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678 | new LightSpecularColourValue(this)); |
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679 | } |
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680 | else if (valueName == "attenuation") |
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681 | { |
---|
682 | return AnimableValuePtr( |
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683 | new LightAttenuationValue(this)); |
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684 | } |
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685 | else if (valueName == "spotlightInner") |
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686 | { |
---|
687 | return AnimableValuePtr( |
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688 | new LightSpotlightInnerValue(this)); |
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689 | } |
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690 | else if (valueName == "spotlightOuter") |
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691 | { |
---|
692 | return AnimableValuePtr( |
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693 | new LightSpotlightOuterValue(this)); |
---|
694 | } |
---|
695 | else if (valueName == "spotlightFalloff") |
---|
696 | { |
---|
697 | return AnimableValuePtr( |
---|
698 | new LightSpotlightFalloffValue(this)); |
---|
699 | } |
---|
700 | else |
---|
701 | { |
---|
702 | return MovableObject::createAnimableValue(valueName); |
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703 | } |
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704 | } |
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705 | //----------------------------------------------------------------------- |
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706 | void Light::setCustomShadowCameraSetup(const ShadowCameraSetupPtr& customShadowSetup) |
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707 | { |
---|
708 | mCustomShadowCameraSetup = customShadowSetup; |
---|
709 | } |
---|
710 | //----------------------------------------------------------------------- |
---|
711 | void Light::resetCustomShadowCameraSetup() |
---|
712 | { |
---|
713 | mCustomShadowCameraSetup.setNull(); |
---|
714 | } |
---|
715 | //----------------------------------------------------------------------- |
---|
716 | const ShadowCameraSetupPtr& Light::getCustomShadowCameraSetup() const |
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717 | { |
---|
718 | return mCustomShadowCameraSetup; |
---|
719 | } |
---|
720 | //----------------------------------------------------------------------- |
---|
721 | //----------------------------------------------------------------------- |
---|
722 | String LightFactory::FACTORY_TYPE_NAME = "Light"; |
---|
723 | //----------------------------------------------------------------------- |
---|
724 | const String& LightFactory::getType(void) const |
---|
725 | { |
---|
726 | return FACTORY_TYPE_NAME; |
---|
727 | } |
---|
728 | //----------------------------------------------------------------------- |
---|
729 | MovableObject* LightFactory::createInstanceImpl( const String& name, |
---|
730 | const NameValuePairList* params) |
---|
731 | { |
---|
732 | |
---|
733 | return new Light(name); |
---|
734 | |
---|
735 | } |
---|
736 | //----------------------------------------------------------------------- |
---|
737 | void LightFactory::destroyInstance( MovableObject* obj) |
---|
738 | { |
---|
739 | delete obj; |
---|
740 | } |
---|
741 | |
---|
742 | |
---|
743 | |
---|
744 | |
---|
745 | } // Namespace |
---|