1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2013 Torus Knot Software Ltd |
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8 | |
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9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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10 | of this software and associated documentation files (the "Software"), to deal |
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11 | in the Software without restriction, including without limitation the rights |
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12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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13 | copies of the Software, and to permit persons to whom the Software is |
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14 | furnished to do so, subject to the following conditions: |
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15 | |
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16 | The above copyright notice and this permission notice shall be included in |
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17 | all copies or substantial portions of the Software. |
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18 | |
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19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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25 | THE SOFTWARE. |
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26 | ----------------------------------------------------------------------------- |
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27 | */ |
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28 | #ifndef _LIGHT_H__ |
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29 | #define _LIGHT_H__ |
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30 | |
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31 | #include "OgrePrerequisites.h" |
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32 | |
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33 | #include "OgreColourValue.h" |
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34 | #include "OgreVector3.h" |
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35 | #include "OgreVector4.h" |
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36 | #include "OgreString.h" |
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37 | #include "OgreMovableObject.h" |
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38 | #include "OgrePlaneBoundedVolume.h" |
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39 | #include "OgreShadowCameraSetup.h" |
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40 | #include "OgreHeaderPrefix.h" |
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41 | |
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42 | namespace Ogre { |
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43 | |
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44 | |
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45 | /** \addtogroup Core |
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46 | * @{ |
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47 | */ |
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48 | /** \addtogroup Scene |
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49 | * @{ |
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50 | */ |
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51 | /** Representation of a dynamic light source in the scene. |
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52 | @remarks |
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53 | Lights are added to the scene like any other object. They contain various |
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54 | parameters like type, position, attenuation (how light intensity fades with |
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55 | distance), colour etc. |
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56 | @par |
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57 | The defaults when a light is created is pure white diffuse light, with no |
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58 | attenuation (does not decrease with distance) and a range of 1000 world units. |
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59 | @par |
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60 | Lights are created by using the SceneManager::createLight method. They can subsequently be |
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61 | added to a SceneNode if required to allow them to move relative to a node in the scene. A light attached |
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62 | to a SceneNode is assumed to have a base position of (0,0,0) and a direction of (0,0,1) before modification |
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63 | by the SceneNode's own orientation. If not attached to a SceneNode, |
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64 | the light's position and direction is as set using setPosition and setDirection. |
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65 | @par |
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66 | Remember also that dynamic lights rely on modifying the colour of vertices based on the position of |
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67 | the light compared to an object's vertex normals. Dynamic lighting will only look good if the |
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68 | object being lit has a fair level of tessellation and the normals are properly set. This is particularly |
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69 | true for the spotlight which will only look right on highly tessellated models. In the future OGRE may be |
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70 | extended for certain scene types so an alternative to the standard dynamic lighting may be used, such |
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71 | as dynamic lightmaps. |
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72 | */ |
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73 | class _OgreExport Light : public MovableObject |
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74 | { |
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75 | public: |
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76 | /// Temp tag used for sorting |
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77 | Real tempSquareDist; |
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78 | /// internal method for calculating current squared distance from some world position |
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79 | void _calcTempSquareDist(const Vector3& worldPos); |
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80 | |
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81 | /// Defines the type of light |
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82 | enum LightTypes |
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83 | { |
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84 | /// Point light sources give off light equally in all directions, so require only position not direction |
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85 | LT_POINT = 0, |
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86 | /// Directional lights simulate parallel light beams from a distant source, hence have direction but no position |
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87 | LT_DIRECTIONAL = 1, |
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88 | /// Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff |
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89 | LT_SPOTLIGHT = 2 |
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90 | }; |
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91 | |
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92 | /** Default constructor (for Python mainly). |
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93 | */ |
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94 | Light(); |
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95 | |
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96 | /** Normal constructor. Should not be called directly, but rather the SceneManager::createLight method should be used. |
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97 | */ |
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98 | Light(const String& name); |
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99 | |
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100 | /** Standard destructor. |
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101 | */ |
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102 | ~Light(); |
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103 | |
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104 | /** Sets the type of light - see LightTypes for more info. |
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105 | */ |
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106 | void setType(LightTypes type); |
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107 | |
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108 | /** Returns the light type. |
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109 | */ |
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110 | LightTypes getType(void) const; |
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111 | |
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112 | /** Sets the colour of the diffuse light given off by this source. |
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113 | @remarks |
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114 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
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115 | light an object reflects. This value denotes the amount and colour of this type of light the light |
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116 | exudes into the scene. The actual appearance of objects is a combination of the two. |
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117 | @par |
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118 | Diffuse light simulates the typical light emanating from light sources and affects the base colour |
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119 | of objects together with ambient light. |
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120 | */ |
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121 | void setDiffuseColour(Real red, Real green, Real blue); |
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122 | |
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123 | /** Sets the colour of the diffuse light given off by this source. |
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124 | @remarks |
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125 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
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126 | light an object reflects. This value denotes the amount and colour of this type of light the light |
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127 | exudes into the scene. The actual appearance of objects is a combination of the two. |
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128 | @par |
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129 | Diffuse light simulates the typical light emanating from light sources and affects the base colour |
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130 | of objects together with ambient light. |
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131 | */ |
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132 | void setDiffuseColour(const ColourValue& colour); |
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133 | |
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134 | /** Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info). |
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135 | */ |
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136 | const ColourValue& getDiffuseColour(void) const; |
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137 | |
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138 | /** Sets the colour of the specular light given off by this source. |
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139 | @remarks |
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140 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
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141 | light an object reflects. This value denotes the amount and colour of this type of light the light |
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142 | exudes into the scene. The actual appearance of objects is a combination of the two. |
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143 | @par |
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144 | Specular light affects the appearance of shiny highlights on objects, and is also dependent on the |
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145 | 'shininess' Material value. |
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146 | */ |
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147 | void setSpecularColour(Real red, Real green, Real blue); |
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148 | |
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149 | /** Sets the colour of the specular light given off by this source. |
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150 | @remarks |
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151 | Material objects have ambient, diffuse and specular values which indicate how much of each type of |
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152 | light an object reflects. This value denotes the amount and colour of this type of light the light |
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153 | exudes into the scene. The actual appearance of objects is a combination of the two. |
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154 | @par |
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155 | Specular light affects the appearance of shiny highlights on objects, and is also dependent on the |
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156 | 'shininess' Material value. |
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157 | */ |
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158 | void setSpecularColour(const ColourValue& colour); |
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159 | |
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160 | /** Returns the colour of specular light given off by this light source. |
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161 | */ |
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162 | const ColourValue& getSpecularColour(void) const; |
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163 | |
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164 | /** Sets the attenuation parameters of the light source i.e. how it diminishes with distance. |
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165 | @remarks |
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166 | Lights normally get fainter the further they are away. Also, each light is given a maximum range |
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167 | beyond which it cannot affect any objects. |
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168 | @par |
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169 | Light attenuation is not applicable to directional lights since they have an infinite range and |
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170 | constant intensity. |
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171 | @par |
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172 | This follows a standard attenuation approach - see any good 3D text for the details of what they mean |
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173 | since i don't have room here! |
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174 | @param range |
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175 | The absolute upper range of the light in world units. |
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176 | @param constant |
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177 | The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation. |
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178 | @param linear |
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179 | The linear factor in the attenuation formula: 1 means attenuate evenly over the distance. |
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180 | @param quadratic |
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181 | The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula. |
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182 | */ |
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183 | void setAttenuation(Real range, Real constant, Real linear, Real quadratic); |
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184 | |
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185 | /** Returns the absolute upper range of the light. |
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186 | */ |
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187 | Real getAttenuationRange(void) const; |
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188 | |
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189 | /** Returns the constant factor in the attenuation formula. |
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190 | */ |
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191 | Real getAttenuationConstant(void) const; |
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192 | |
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193 | /** Returns the linear factor in the attenuation formula. |
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194 | */ |
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195 | Real getAttenuationLinear(void) const; |
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196 | |
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197 | /** Returns the quadric factor in the attenuation formula. |
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198 | */ |
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199 | Real getAttenuationQuadric(void) const; |
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200 | |
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201 | /** Sets the position of the light. |
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202 | @remarks |
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203 | Applicable to point lights and spotlights only. |
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204 | @note |
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205 | This will be overridden if the light is attached to a SceneNode. |
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206 | */ |
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207 | void setPosition(Real x, Real y, Real z); |
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208 | |
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209 | /** Sets the position of the light. |
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210 | @remarks |
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211 | Applicable to point lights and spotlights only. |
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212 | @note |
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213 | This will be overridden if the light is attached to a SceneNode. |
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214 | */ |
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215 | void setPosition(const Vector3& vec); |
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216 | |
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217 | /** Returns the position of the light. |
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218 | @note |
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219 | Applicable to point lights and spotlights only. |
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220 | */ |
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221 | const Vector3& getPosition(void) const; |
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222 | |
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223 | /** Sets the direction in which a light points. |
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224 | @remarks |
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225 | Applicable only to the spotlight and directional light types. |
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226 | @note |
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227 | This will be overridden if the light is attached to a SceneNode. |
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228 | */ |
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229 | void setDirection(Real x, Real y, Real z); |
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230 | |
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231 | /** Sets the direction in which a light points. |
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232 | @remarks |
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233 | Applicable only to the spotlight and directional light types. |
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234 | @note |
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235 | This will be overridden if the light is attached to a SceneNode. |
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236 | */ |
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237 | void setDirection(const Vector3& vec); |
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238 | |
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239 | /** Returns the light's direction. |
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240 | @remarks |
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241 | Applicable only to the spotlight and directional light types. |
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242 | */ |
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243 | const Vector3& getDirection(void) const; |
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244 | |
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245 | /** Sets the range of a spotlight, i.e. the angle of the inner and outer cones |
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246 | and the rate of falloff between them. |
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247 | @param innerAngle |
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248 | Angle covered by the bright inner cone |
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249 | @note |
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250 | The inner cone applicable only to Direct3D, it'll always treat as zero in OpenGL. |
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251 | @param outerAngle |
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252 | Angle covered by the outer cone |
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253 | @param falloff |
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254 | The rate of falloff between the inner and outer cones. 1.0 means a linear falloff, |
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255 | less means slower falloff, higher means faster falloff. |
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256 | */ |
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257 | void setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff = 1.0); |
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258 | |
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259 | /** Returns the angle covered by the spotlights inner cone. |
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260 | */ |
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261 | const Radian& getSpotlightInnerAngle(void) const; |
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262 | |
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263 | /** Returns the angle covered by the spotlights outer cone. |
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264 | */ |
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265 | const Radian& getSpotlightOuterAngle(void) const; |
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266 | |
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267 | /** Returns the falloff between the inner and outer cones of the spotlight. |
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268 | */ |
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269 | Real getSpotlightFalloff(void) const; |
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270 | |
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271 | /** Sets the angle covered by the spotlights inner cone. |
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272 | */ |
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273 | void setSpotlightInnerAngle(const Radian& val); |
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274 | |
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275 | /** Sets the angle covered by the spotlights outer cone. |
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276 | */ |
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277 | void setSpotlightOuterAngle(const Radian& val); |
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278 | |
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279 | /** Sets the falloff between the inner and outer cones of the spotlight. |
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280 | */ |
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281 | void setSpotlightFalloff(Real val); |
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282 | |
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283 | /** Set the near clip plane distance to be used by spotlights that use light |
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284 | clipping, allowing you to render spots as if they start from further |
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285 | down their frustum. |
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286 | @param nearClip |
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287 | The near distance. |
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288 | */ |
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289 | void setSpotlightNearClipDistance(Real nearClip) { mSpotNearClip = nearClip; } |
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290 | |
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291 | /** Get the near clip plane distance to be used by spotlights that use light |
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292 | clipping. |
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293 | */ |
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294 | Real getSpotlightNearClipDistance() const { return mSpotNearClip; } |
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295 | |
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296 | /** Set a scaling factor to indicate the relative power of a light. |
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297 | @remarks |
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298 | This factor is only useful in High Dynamic Range (HDR) rendering. |
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299 | You can bind it to a shader variable to take it into account, |
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300 | @see GpuProgramParameters |
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301 | @param power |
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302 | The power rating of this light, default is 1.0. |
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303 | */ |
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304 | void setPowerScale(Real power); |
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305 | |
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306 | /** Set the scaling factor which indicates the relative power of a |
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307 | light. |
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308 | */ |
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309 | Real getPowerScale(void) const; |
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310 | |
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311 | /** @copydoc MovableObject::_notifyAttached */ |
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312 | void _notifyAttached(Node* parent, bool isTagPoint = false); |
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313 | |
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314 | /** @copydoc MovableObject::_notifyMoved */ |
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315 | void _notifyMoved(void); |
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316 | |
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317 | /** @copydoc MovableObject::getBoundingBox */ |
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318 | const AxisAlignedBox& getBoundingBox(void) const; |
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319 | |
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320 | /** @copydoc MovableObject::_updateRenderQueue */ |
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321 | void _updateRenderQueue(RenderQueue* queue); |
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322 | |
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323 | /** @copydoc MovableObject::getMovableType */ |
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324 | const String& getMovableType(void) const; |
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325 | |
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326 | /** Retrieves the position of the light including any transform from nodes it is attached to. |
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327 | @param cameraRelativeIfSet If set to true, returns data in camera-relative units if that's been set up (render use) |
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328 | */ |
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329 | const Vector3& getDerivedPosition(bool cameraRelativeIfSet = false) const; |
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330 | |
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331 | /** Retrieves the direction of the light including any transform from nodes it is attached to. */ |
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332 | const Vector3& getDerivedDirection(void) const; |
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333 | |
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334 | /** @copydoc MovableObject::setVisible. |
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335 | @remarks |
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336 | Although lights themselves are not 'visible', setting a light to invisible |
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337 | means it no longer affects the scene. |
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338 | */ |
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339 | void setVisible(bool visible); |
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340 | |
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341 | /** @copydoc MovableObject::getBoundingRadius */ |
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342 | Real getBoundingRadius(void) const { return 0; /* not visible */ } |
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343 | |
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344 | /** Gets the details of this light as a 4D vector. |
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345 | @remarks |
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346 | Getting details of a light as a 4D vector can be useful for |
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347 | doing general calculations between different light types; for |
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348 | example the vector can represent both position lights (w=1.0f) |
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349 | and directional lights (w=0.0f) and be used in the same |
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350 | calculations. |
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351 | @param cameraRelativeIfSet |
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352 | If set to @c true, returns data in camera-relative units if that's been set up (render use). |
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353 | */ |
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354 | Vector4 getAs4DVector(bool cameraRelativeIfSet = false) const; |
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355 | |
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356 | /** Internal method for calculating the 'near clip volume', which is |
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357 | the volume formed between the near clip rectangle of the |
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358 | camera and the light. |
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359 | @remarks |
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360 | This volume is a pyramid for a point/spot light and |
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361 | a cuboid for a directional light. It can used to detect whether |
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362 | an object could be casting a shadow on the viewport. Note that |
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363 | the reference returned is to a shared volume which will be |
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364 | reused across calls to this method. |
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365 | */ |
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366 | virtual const PlaneBoundedVolume& _getNearClipVolume(const Camera* const cam) const; |
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367 | |
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368 | /** Internal method for calculating the clip volumes outside of the |
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369 | frustum which can be used to determine which objects are casting |
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370 | shadow on the frustum as a whole. |
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371 | @remarks |
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372 | Each of the volumes is a pyramid for a point/spot light and |
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373 | a cuboid for a directional light. |
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374 | */ |
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375 | virtual const PlaneBoundedVolumeList& _getFrustumClipVolumes(const Camera* const cam) const; |
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376 | |
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377 | /// Override to return specific type flag |
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378 | uint32 getTypeFlags(void) const; |
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379 | |
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380 | /// @copydoc AnimableObject::createAnimableValue |
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381 | AnimableValuePtr createAnimableValue(const String& valueName); |
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382 | |
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383 | /** Set this light to use a custom shadow camera when rendering texture shadows. |
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384 | @remarks |
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385 | This changes the shadow camera setup for just this light, you can set |
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386 | the shadow camera setup globally using SceneManager::setShadowCameraSetup |
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387 | @see ShadowCameraSetup |
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388 | */ |
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389 | void setCustomShadowCameraSetup(const ShadowCameraSetupPtr& customShadowSetup); |
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390 | |
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391 | /** Reset the shadow camera setup to the default. |
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392 | @see ShadowCameraSetup |
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393 | */ |
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394 | void resetCustomShadowCameraSetup(void); |
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395 | |
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396 | /** Return a pointer to the custom shadow camera setup (null means use SceneManager global version). */ |
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397 | const ShadowCameraSetupPtr& getCustomShadowCameraSetup(void) const; |
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398 | |
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399 | /// @copydoc MovableObject::visitRenderables |
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400 | void visitRenderables(Renderable::Visitor* visitor, |
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401 | bool debugRenderables = false); |
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402 | |
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403 | /** Gets the index at which this light is in the current render. |
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404 | @remarks |
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405 | Lights will be present in the in a list for every renderable, |
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406 | detected and sorted appropriately, and sometimes it's useful to know |
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407 | what position in that list a given light occupies. This can vary |
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408 | from frame to frame (and object to object) so you should not use this |
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409 | value unless you're sure the context is correct. |
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410 | */ |
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411 | size_t _getIndexInFrame() const { return mIndexInFrame; } |
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412 | void _notifyIndexInFrame(size_t i) { mIndexInFrame = i; } |
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413 | |
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414 | /** Sets the maximum distance away from the camera that shadows |
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415 | by this light will be visible. |
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416 | @remarks |
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417 | Shadow techniques can be expensive, therefore it is a good idea |
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418 | to limit them to being rendered close to the camera if possible, |
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419 | and to skip the expense of rendering shadows for distance objects. |
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420 | This method allows you to set the distance at which shadows will no |
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421 | longer be rendered. |
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422 | @note |
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423 | Each shadow technique can interpret this subtely differently. |
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424 | For example, one technique may use this to eliminate casters, |
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425 | another might use it to attenuate the shadows themselves. |
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426 | You should tweak this value to suit your chosen shadow technique |
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427 | and scene setup. |
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428 | */ |
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429 | void setShadowFarDistance(Real distance); |
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430 | /** Tells the light to use the shadow far distance of the SceneManager |
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431 | */ |
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432 | void resetShadowFarDistance(void); |
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433 | /** Gets the maximum distance away from the camera that shadows |
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434 | by this light will be visible. |
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435 | */ |
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436 | Real getShadowFarDistance(void) const; |
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437 | Real getShadowFarDistanceSquared(void) const; |
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438 | |
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439 | /** Set the near clip plane distance to be used by the shadow camera, if |
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440 | this light casts texture shadows. |
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441 | @param nearClip |
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442 | The distance, or -1 to use the main camera setting. |
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443 | */ |
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444 | void setShadowNearClipDistance(Real nearClip) { mShadowNearClipDist = nearClip; } |
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445 | |
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446 | /** Get the near clip plane distance to be used by the shadow camera, if |
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447 | this light casts texture shadows. |
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448 | @remarks |
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449 | May be zero if the light doesn't have it's own near distance set; |
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450 | use _deriveShadowNearDistance for a version guaranteed to give a result. |
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451 | */ |
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452 | Real getShadowNearClipDistance() const { return mShadowNearClipDist; } |
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453 | |
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454 | /** Derive a shadow camera near distance from either the light, or |
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455 | from the main camera if the light doesn't have its own setting. |
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456 | */ |
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457 | Real _deriveShadowNearClipDistance(const Camera* maincam) const; |
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458 | |
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459 | /** Set the far clip plane distance to be used by the shadow camera, if |
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460 | this light casts texture shadows. |
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461 | @remarks |
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462 | This is different from the 'shadow far distance', which is |
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463 | always measured from the main camera. This distance is the far clip plane |
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464 | of the light camera. |
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465 | @param farClip |
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466 | The distance, or -1 to use the main camera setting. |
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467 | */ |
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468 | void setShadowFarClipDistance(Real farClip) { mShadowFarClipDist = farClip; } |
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469 | |
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470 | /** Get the far clip plane distance to be used by the shadow camera, if |
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471 | this light casts texture shadows. |
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472 | @remarks |
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473 | May be zero if the light doesn't have it's own far distance set; |
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474 | use _deriveShadowfarDistance for a version guaranteed to give a result. |
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475 | */ |
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476 | Real getShadowFarClipDistance() const { return mShadowFarClipDist; } |
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477 | |
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478 | /** Derive a shadow camera far distance from either the light, or |
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479 | from the main camera if the light doesn't have its own setting. |
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480 | */ |
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481 | Real _deriveShadowFarClipDistance(const Camera* maincam) const; |
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482 | |
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483 | /// Set the camera which this light should be relative to, for camera-relative rendering |
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484 | void _setCameraRelative(Camera* cam); |
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485 | |
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486 | /** Sets a custom parameter for this Light, which may be used to |
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487 | drive calculations for this specific Renderable, like GPU program parameters. |
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488 | @remarks |
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489 | Calling this method simply associates a numeric index with a 4-dimensional |
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490 | value for this specific Light. This is most useful if the material |
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491 | which this Renderable uses a vertex or fragment program, and has an |
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492 | ACT_LIGHT_CUSTOM parameter entry. This parameter entry can refer to the |
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493 | index you specify as part of this call, thereby mapping a custom |
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494 | parameter for this renderable to a program parameter. |
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495 | @param index |
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496 | The index with which to associate the value. Note that this |
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497 | does not have to start at 0, and can include gaps. It also has no direct |
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498 | correlation with a GPU program parameter index - the mapping between the |
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499 | two is performed by the ACT_LIGHT_CUSTOM entry, if that is used. |
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500 | @param value |
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501 | The value to associate. |
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502 | */ |
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503 | void setCustomParameter(uint16 index, const Vector4& value); |
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504 | |
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505 | /** Gets the custom value associated with this Light at the given index. |
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506 | @param index Index of the parameter to retrieve |
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507 | @see setCustomParameter for full details. |
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508 | */ |
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509 | const Vector4& getCustomParameter(uint16 index) const; |
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510 | |
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511 | /** Update a custom GpuProgramParameters constant which is derived from |
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512 | information only this Light knows. |
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513 | @remarks |
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514 | This method allows a Light to map in a custom GPU program parameter |
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515 | based on it's own data. This is represented by a GPU auto parameter |
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516 | of ACT_LIGHT_CUSTOM, and to allow there to be more than one of these per |
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517 | Light, the 'data' field on the auto parameter will identify |
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518 | which parameter is being updated and on which light. The implementation |
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519 | of this method must identify the parameter being updated, and call a 'setConstant' |
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520 | method on the passed in GpuProgramParameters object. |
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521 | @par |
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522 | You do not need to override this method if you're using the standard |
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523 | sets of data associated with the Renderable as provided by setCustomParameter |
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524 | and getCustomParameter. By default, the implementation will map from the |
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525 | value indexed by the 'constantEntry.data' parameter to a value previously |
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526 | set by setCustomParameter. But custom Renderables are free to override |
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527 | this if they want, in any case. |
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528 | @param paramIndex |
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529 | The index of the constant being updated |
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530 | @param constantEntry |
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531 | The auto constant entry from the program parameters |
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532 | @param params |
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533 | The parameters object which this method should call to |
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534 | set the updated parameters. |
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535 | */ |
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536 | virtual void _updateCustomGpuParameter(uint16 paramIndex, |
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537 | const GpuProgramParameters::AutoConstantEntry& constantEntry, |
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538 | GpuProgramParameters* params) const; |
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539 | |
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540 | /** Check whether a sphere is included in the lighted area of the light |
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541 | @note |
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542 | The function trades accuracy for efficiency. As a result you may get |
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543 | false-positives (The function should not return any false-negatives). |
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544 | */ |
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545 | bool isInLightRange(const Ogre::Sphere& sphere) const; |
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546 | |
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547 | /** Check whether a bounding box is included in the lighted area of the light |
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548 | @note |
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549 | The function trades accuracy for efficiency. As a result you may get |
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550 | false-positives (The function should not return any false-negatives). |
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551 | */ |
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552 | bool isInLightRange(const Ogre::AxisAlignedBox& container) const; |
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553 | |
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554 | protected: |
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555 | /// Internal method for synchronising with parent node (if any) |
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556 | virtual void update(void) const; |
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557 | |
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558 | /// @copydoc AnimableObject::getAnimableDictionaryName |
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559 | const String& getAnimableDictionaryName(void) const; |
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560 | /// @copydoc AnimableObject::initialiseAnimableDictionary |
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561 | void initialiseAnimableDictionary(StringVector& vec) const; |
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562 | |
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563 | LightTypes mLightType; |
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564 | Vector3 mPosition; |
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565 | ColourValue mDiffuse; |
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566 | ColourValue mSpecular; |
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567 | |
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568 | Vector3 mDirection; |
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569 | |
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570 | Radian mSpotOuter; |
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571 | Radian mSpotInner; |
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572 | Real mSpotFalloff; |
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573 | Real mSpotNearClip; |
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574 | Real mRange; |
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575 | Real mAttenuationConst; |
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576 | Real mAttenuationLinear; |
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577 | Real mAttenuationQuad; |
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578 | Real mPowerScale; |
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579 | size_t mIndexInFrame; |
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580 | bool mOwnShadowFarDist; |
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581 | Real mShadowFarDist; |
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582 | Real mShadowFarDistSquared; |
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583 | |
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584 | Real mShadowNearClipDist; |
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585 | Real mShadowFarClipDist; |
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586 | |
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587 | |
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588 | mutable Vector3 mDerivedPosition; |
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589 | mutable Vector3 mDerivedDirection; |
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590 | // Slightly hacky but unless we separate observed light render state from main Light... |
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591 | mutable Vector3 mDerivedCamRelativePosition; |
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592 | mutable bool mDerivedCamRelativeDirty; |
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593 | Camera* mCameraToBeRelativeTo; |
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594 | |
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595 | /// Shared class-level name for Movable type. |
---|
596 | static String msMovableType; |
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597 | |
---|
598 | mutable PlaneBoundedVolume mNearClipVolume; |
---|
599 | mutable PlaneBoundedVolumeList mFrustumClipVolumes; |
---|
600 | /// Is the derived transform dirty? |
---|
601 | mutable bool mDerivedTransformDirty; |
---|
602 | |
---|
603 | /// Pointer to a custom shadow camera setup. |
---|
604 | mutable ShadowCameraSetupPtr mCustomShadowCameraSetup; |
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605 | |
---|
606 | typedef map<uint16, Vector4>::type CustomParameterMap; |
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607 | /// Stores the custom parameters for the light. |
---|
608 | CustomParameterMap mCustomParameters; |
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609 | }; |
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610 | |
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611 | /** Factory object for creating Light instances. */ |
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612 | class _OgreExport LightFactory : public MovableObjectFactory |
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613 | { |
---|
614 | protected: |
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615 | MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params); |
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616 | public: |
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617 | LightFactory() {} |
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618 | ~LightFactory() {} |
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619 | |
---|
620 | static String FACTORY_TYPE_NAME; |
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621 | |
---|
622 | const String& getType(void) const; |
---|
623 | void destroyInstance(MovableObject* obj); |
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624 | |
---|
625 | }; |
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626 | /** @} */ |
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627 | /** @} */ |
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628 | |
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629 | #include "OgreHeaderPrefix.h" |
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630 | |
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631 | } // namespace Ogre |
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632 | #endif // _LIGHT_H__ |
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