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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2012 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef _LIGHT_H__
#define _LIGHT_H__
#include "OgrePrerequisites.h"
#include "OgreColourValue.h"
#include "OgreVector3.h"
#include "OgreVector4.h"
#include "OgreString.h"
#include "OgreMovableObject.h"
#include "OgrePlaneBoundedVolume.h"
#include "OgreShadowCameraSetup.h"
namespace Ogre {
/** \addtogroup Core
* @{
*/
/** \addtogroup Scene
* @{
*/
/** Representation of a dynamic light source in the scene.
@remarks
Lights are added to the scene like any other object. They contain various
parameters like type, position, attenuation (how light intensity fades with
distance), colour etc.
@par
The defaults when a light is created is pure white diffuse light, with no
attenuation (does not decrease with distance) and a range of 1000 world units.
@par
Lights are created by using the SceneManager::createLight method. They can subsequently be
added to a SceneNode if required to allow them to move relative to a node in the scene. A light attached
to a SceneNode is assumed to have a base position of (0,0,0) and a direction of (0,0,1) before modification
by the SceneNode's own orientation. If not attached to a SceneNode,
the light's position and direction is as set using setPosition and setDirection.
@par
Remember also that dynamic lights rely on modifying the colour of vertices based on the position of
the light compared to an object's vertex normals. Dynamic lighting will only look good if the
object being lit has a fair level of tessellation and the normals are properly set. This is particularly
true for the spotlight which will only look right on highly tessellated models. In the future OGRE may be
extended for certain scene types so an alternative to the standard dynamic lighting may be used, such
as dynamic lightmaps.
*/
class _OgreExport Light : public MovableObject
{
public:
/// Temp tag used for sorting
Real tempSquareDist;
/// internal method for calculating current squared distance from some world position
void _calcTempSquareDist(const Vector3& worldPos);
/// Defines the type of light
enum LightTypes
{
/// Point light sources give off light equally in all directions, so require only position not direction
LT_POINT = 0,
/// Directional lights simulate parallel light beams from a distant source, hence have direction but no position
LT_DIRECTIONAL = 1,
/// Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff
LT_SPOTLIGHT = 2
};
/** Default constructor (for Python mainly).
*/
Light();
/** Normal constructor. Should not be called directly, but rather the SceneManager::createLight method should be used.
*/
Light(const String& name);
/** Standard destructor.
*/
~Light();
/** Sets the type of light - see LightTypes for more info.
*/
void setType(LightTypes type);
/** Returns the light type.
*/
LightTypes getType(void) const;
/** Sets the colour of the diffuse light given off by this source.
@remarks
Material objects have ambient, diffuse and specular values which indicate how much of each type of
light an object reflects. This value denotes the amount and colour of this type of light the light
exudes into the scene. The actual appearance of objects is a combination of the two.
@par
Diffuse light simulates the typical light emanating from light sources and affects the base colour
of objects together with ambient light.
*/
void setDiffuseColour(Real red, Real green, Real blue);
/** Sets the colour of the diffuse light given off by this source.
@remarks
Material objects have ambient, diffuse and specular values which indicate how much of each type of
light an object reflects. This value denotes the amount and colour of this type of light the light
exudes into the scene. The actual appearance of objects is a combination of the two.
@par
Diffuse light simulates the typical light emanating from light sources and affects the base colour
of objects together with ambient light.
*/
void setDiffuseColour(const ColourValue& colour);
/** Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info).
*/
const ColourValue& getDiffuseColour(void) const;
/** Sets the colour of the specular light given off by this source.
@remarks
Material objects have ambient, diffuse and specular values which indicate how much of each type of
light an object reflects. This value denotes the amount and colour of this type of light the light
exudes into the scene. The actual appearance of objects is a combination of the two.
@par
Specular light affects the appearance of shiny highlights on objects, and is also dependent on the
'shininess' Material value.
*/
void setSpecularColour(Real red, Real green, Real blue);
/** Sets the colour of the specular light given off by this source.
@remarks
Material objects have ambient, diffuse and specular values which indicate how much of each type of
light an object reflects. This value denotes the amount and colour of this type of light the light
exudes into the scene. The actual appearance of objects is a combination of the two.
@par
Specular light affects the appearance of shiny highlights on objects, and is also dependent on the
'shininess' Material value.
*/
void setSpecularColour(const ColourValue& colour);
/** Returns the colour of specular light given off by this light source.
*/
const ColourValue& getSpecularColour(void) const;
/** Sets the attenuation parameters of the light source i.e. how it diminishes with distance.
@remarks
Lights normally get fainter the further they are away. Also, each light is given a maximum range
beyond which it cannot affect any objects.
@par
Light attenuation is not applicable to directional lights since they have an infinite range and
constant intensity.
@par
This follows a standard attenuation approach - see any good 3D text for the details of what they mean
since i don't have room here!
@param
range The absolute upper range of the light in world units
@param
constant The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation
@param
linear The linear factor in the attenuation formula: 1 means attenuate evenly over the distance
@param
quadratic The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula.
*/
void setAttenuation(Real range, Real constant, Real linear, Real quadratic);
/** Returns the absolute upper range of the light.
*/
Real getAttenuationRange(void) const;
/** Returns the constant factor in the attenuation formula.
*/
Real getAttenuationConstant(void) const;
/** Returns the linear factor in the attenuation formula.
*/
Real getAttenuationLinear(void) const;
/** Returns the quadric factor in the attenuation formula.
*/
Real getAttenuationQuadric(void) const;
/** Sets the position of the light.
@remarks
Applicable to point lights and spotlights only.
@note
This will be overridden if the light is attached to a SceneNode.
*/
void setPosition(Real x, Real y, Real z);
/** Sets the position of the light.
@remarks
Applicable to point lights and spotlights only.
@note
This will be overridden if the light is attached to a SceneNode.
*/
void setPosition(const Vector3& vec);
/** Returns the position of the light.
@note
Applicable to point lights and spotlights only.
*/
const Vector3& getPosition(void) const;
/** Sets the direction in which a light points.
@remarks
Applicable only to the spotlight and directional light types.
@note
This will be overridden if the light is attached to a SceneNode.
*/
void setDirection(Real x, Real y, Real z);
/** Sets the direction in which a light points.
@remarks
Applicable only to the spotlight and directional light types.
@note
This will be overridden if the light is attached to a SceneNode.
*/
void setDirection(const Vector3& vec);
/** Returns the light's direction.
@remarks
Applicable only to the spotlight and directional light types.
*/
const Vector3& getDirection(void) const;
/** Sets the range of a spotlight, i.e. the angle of the inner and outer cones and the rate of falloff between them.
@param
innerAngle Angle covered by the bright inner cone
@node
The inner cone applicable only to Direct3D, it'll always treat as zero in OpenGL.
@param
outerAngle Angle covered by the outer cone
@param
falloff The rate of falloff between the inner and outer cones. 1.0 means a linear falloff, less means slower falloff, higher means faster falloff.
*/
void setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff = 1.0);
/** Returns the angle covered by the spotlights inner cone.
*/
const Radian& getSpotlightInnerAngle(void) const;
/** Returns the angle covered by the spotlights outer cone.
*/
const Radian& getSpotlightOuterAngle(void) const;
/** Returns the falloff between the inner and outer cones of the spotlight.
*/
Real getSpotlightFalloff(void) const;
/** Sets the angle covered by the spotlights inner cone.
*/
void setSpotlightInnerAngle(const Radian& val);
/** Sets the angle covered by the spotlights outer cone.
*/
void setSpotlightOuterAngle(const Radian& val);
/** Sets the falloff between the inner and outer cones of the spotlight.
*/
void setSpotlightFalloff(Real val);
/** Set the near clip plane distance to be used by spotlights that use light
clipping, allowing you to render spots as if they start from further
down their frustum.
@param near The near distance
*/
void setSpotlightNearClipDistance(Real nearClip) { mSpotNearClip = nearClip; }
/** Get the near clip plane distance to be used by spotlights that use light
clipping.
*/
Real getSpotlightNearClipDistance() const { return mSpotNearClip; }
/** Set a scaling factor to indicate the relative power of a light.
@remarks
This factor is only useful in High Dynamic Range (HDR) rendering.
You can bind it to a shader variable to take it into account,
@see GpuProgramParameters
@param power The power rating of this light, default is 1.0.
*/
void setPowerScale(Real power);
/** Set the scaling factor which indicates the relative power of a
light.
*/
Real getPowerScale(void) const;
/** Overridden from MovableObject */
void _notifyAttached(Node* parent, bool isTagPoint = false);
/** Overridden from MovableObject */
void _notifyMoved(void);
/** Overridden from MovableObject */
const AxisAlignedBox& getBoundingBox(void) const;
/** Overridden from MovableObject */
void _updateRenderQueue(RenderQueue* queue);
/** Overridden from MovableObject */
const String& getMovableType(void) const;
/** Retrieves the position of the light including any transform from nodes it is attached to.
@param cameraRelativeIfSet If set to true, returns data in camera-relative units if that's been set up (render use)
*/
const Vector3& getDerivedPosition(bool cameraRelativeIfSet = false) const;
/** Retrieves the direction of the light including any transform from nodes it is attached to. */
const Vector3& getDerivedDirection(void) const;
/** Overridden from MovableObject.
@remarks
Although lights themselves are not 'visible', setting a light to invisible
means it no longer affects the scene.
*/
void setVisible(bool visible);
/** Overridden from MovableObject */
Real getBoundingRadius(void) const { return 0; /* not visible */ }
/** Gets the details of this light as a 4D vector.
@remarks
Getting details of a light as a 4D vector can be useful for
doing general calculations between different light types; for
example the vector can represent both position lights (w=1.0f)
and directional lights (w=0.0f) and be used in the same
calculations.
@param cameraRelativeIfSet If set to true, returns data in camera-relative units if that's been set up (render use)
*/
Vector4 getAs4DVector(bool cameraRelativeIfSet = false) const;
/** Internal method for calculating the 'near clip volume', which is
the volume formed between the near clip rectangle of the
camera and the light.
@remarks This volume is a pyramid for a point/spot light and
a cuboid for a directional light. It can used to detect whether
an object could be casting a shadow on the viewport. Note that
the reference returned is to a shared volume which will be
reused across calls to this method.
*/
virtual const PlaneBoundedVolume& _getNearClipVolume(const Camera* const cam) const;
/** Internal method for calculating the clip volumes outside of the
frustum which can be used to determine which objects are casting
shadow on the frustum as a whole.
@remarks Each of the volumes is a pyramid for a point/spot light and
a cuboid for a directional light.
*/
virtual const PlaneBoundedVolumeList& _getFrustumClipVolumes(const Camera* const cam) const;
/// Override to return specific type flag
uint32 getTypeFlags(void) const;
/// @copydoc AnimableObject::createAnimableValue
AnimableValuePtr createAnimableValue(const String& valueName);
/** Set this light to use a custom shadow camera when rendering texture shadows.
@remarks
This changes the shadow camera setup for just this light, you can set
the shadow camera setup globally using SceneManager::setShadowCameraSetup
@see ShadowCameraSetup
*/
void setCustomShadowCameraSetup(const ShadowCameraSetupPtr& customShadowSetup);
/** Reset the shadow camera setup to the default.
@see ShadowCameraSetup
*/
void resetCustomShadowCameraSetup(void);
/** return a pointer to the custom shadow camera setup (null means use SceneManager global version). */
const ShadowCameraSetupPtr& getCustomShadowCameraSetup(void) const;
/// @copydoc MovableObject::visitRenderables
void visitRenderables(Renderable::Visitor* visitor,
bool debugRenderables = false);
/** Gets the index at which this light is in the current render.
@remarks
Lights will be present in the in a list for every renderable,
detected and sorted appropriately, and sometimes it's useful to know
what position in that list a given light occupies. This can vary
from frame to frame (and object to object) so you should not use this
value unless you're sure the context is correct.
*/
size_t _getIndexInFrame() const { return mIndexInFrame; }
void _notifyIndexInFrame(size_t i) { mIndexInFrame = i; }
/** Sets the maximum distance away from the camera that shadows
by this light will be visible.
@remarks
Shadow techniques can be expensive, therefore it is a good idea
to limit them to being rendered close to the camera if possible,
and to skip the expense of rendering shadows for distance objects.
This method allows you to set the distance at which shadows will no
longer be rendered.
@note
Each shadow technique can interpret this subtely differently.
For example, one technique may use this to eliminate casters,
another might use it to attenuate the shadows themselves.
You should tweak this value to suit your chosen shadow technique
and scene setup.
*/
void setShadowFarDistance(Real distance);
/** Tells the light to use the shadow far distance of the SceneManager
*/
void resetShadowFarDistance(void);
/** Gets the maximum distance away from the camera that shadows
by this light will be visible.
*/
Real getShadowFarDistance(void) const;
Real getShadowFarDistanceSquared(void) const;
/** Set the near clip plane distance to be used by the shadow camera, if
this light casts texture shadows.
@param near The distance, or -1 to use the main camera setting
*/
void setShadowNearClipDistance(Real nearClip) { mShadowNearClipDist = nearClip; }
/** Get the near clip plane distance to be used by the shadow camera, if
this light casts texture shadows.
@remarks May be zero if the light doesn't have it's own near distance set;
use _deriveShadowNearDistance for a version guaranteed to give a result.
*/
Real getShadowNearClipDistance() const { return mShadowNearClipDist; }
/** Derive a shadow camera near distance from either the light, or
from the main camera if the light doesn't have its own setting.
*/
Real _deriveShadowNearClipDistance(const Camera* maincam) const;
/** Set the far clip plane distance to be used by the shadow camera, if
this light casts texture shadows.
@remarks This is different from the 'shadow far distance', which is
always measured from the main camera. This distance is the far clip plane
of the light camera.
@param far The distance, or -1 to use the main camera setting
*/
void setShadowFarClipDistance(Real farClip) { mShadowFarClipDist = farClip; }
/** Get the far clip plane distance to be used by the shadow camera, if
this light casts texture shadows.
@remarks May be zero if the light doesn't have it's own far distance set;
use _deriveShadowfarDistance for a version guaranteed to give a result.
*/
Real getShadowFarClipDistance() const { return mShadowFarClipDist; }
/** Derive a shadow camera far distance from either the light, or
from the main camera if the light doesn't have its own setting.
*/
Real _deriveShadowFarClipDistance(const Camera* maincam) const;
/// Set the camera which this light should be relative to, for camera-relative rendering
void _setCameraRelative(Camera* cam);
/** Sets a custom parameter for this Light, which may be used to
drive calculations for this specific Renderable, like GPU program parameters.
@remarks
Calling this method simply associates a numeric index with a 4-dimensional
value for this specific Light. This is most useful if the material
which this Renderable uses a vertex or fragment program, and has an
ACT_LIGHT_CUSTOM parameter entry. This parameter entry can refer to the
index you specify as part of this call, thereby mapping a custom
parameter for this renderable to a program parameter.
@param index The index with which to associate the value. Note that this
does not have to start at 0, and can include gaps. It also has no direct
correlation with a GPU program parameter index - the mapping between the
two is performed by the ACT_LIGHT_CUSTOM entry, if that is used.
@param value The value to associate.
*/
void setCustomParameter(uint16 index, const Vector4& value);
/** Gets the custom value associated with this Light at the given index.
@param
@see setCustomParameter for full details.
*/
const Vector4& getCustomParameter(uint16 index) const;
/** Update a custom GpuProgramParameters constant which is derived from
information only this Light knows.
@remarks
This method allows a Light to map in a custom GPU program parameter
based on it's own data. This is represented by a GPU auto parameter
of ACT_LIGHT_CUSTOM, and to allow there to be more than one of these per
Light, the 'data' field on the auto parameter will identify
which parameter is being updated and on which light. The implementation
of this method must identify the parameter being updated, and call a 'setConstant'
method on the passed in GpuProgramParameters object.
@par
You do not need to override this method if you're using the standard
sets of data associated with the Renderable as provided by setCustomParameter
and getCustomParameter. By default, the implementation will map from the
value indexed by the 'constantEntry.data' parameter to a value previously
set by setCustomParameter. But custom Renderables are free to override
this if they want, in any case.
@param paramIndex The index of the constant being updated
@param constantEntry The auto constant entry from the program parameters
@param params The parameters object which this method should call to
set the updated parameters.
*/
virtual void _updateCustomGpuParameter(uint16 paramIndex,
const GpuProgramParameters::AutoConstantEntry& constantEntry,
GpuProgramParameters* params) const;
protected:
/// internal method for synchronising with parent node (if any)
virtual void update(void) const;
/// @copydoc AnimableObject::getAnimableDictionaryName
const String& getAnimableDictionaryName(void) const;
/// @copydoc AnimableObject::initialiseAnimableDictionary
void initialiseAnimableDictionary(StringVector& vec) const;
LightTypes mLightType;
Vector3 mPosition;
ColourValue mDiffuse;
ColourValue mSpecular;
Vector3 mDirection;
Radian mSpotOuter;
Radian mSpotInner;
Real mSpotFalloff;
Real mSpotNearClip;
Real mRange;
Real mAttenuationConst;
Real mAttenuationLinear;
Real mAttenuationQuad;
Real mPowerScale;
size_t mIndexInFrame;
bool mOwnShadowFarDist;
Real mShadowFarDist;
Real mShadowFarDistSquared;
Real mShadowNearClipDist;
Real mShadowFarClipDist;
mutable Vector3 mDerivedPosition;
mutable Vector3 mDerivedDirection;
// Slightly hacky but unless we separate observed light render state from main Light...
mutable Vector3 mDerivedCamRelativePosition;
mutable bool mDerivedCamRelativeDirty;
Camera* mCameraToBeRelativeTo;
/// Shared class-level name for Movable type
static String msMovableType;
mutable PlaneBoundedVolume mNearClipVolume;
mutable PlaneBoundedVolumeList mFrustumClipVolumes;
/// Is the derived transform dirty?
mutable bool mDerivedTransformDirty;
/// Pointer to a custom shadow camera setup
mutable ShadowCameraSetupPtr mCustomShadowCameraSetup;
typedef map<uint16, Vector4>::type CustomParameterMap;
/// Stores the custom parameters for the light
CustomParameterMap mCustomParameters;
};
/** Factory object for creating Light instances */
class _OgreExport LightFactory : public MovableObjectFactory
{
protected:
MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params);
public:
LightFactory() {}
~LightFactory() {}
static String FACTORY_TYPE_NAME;
const String& getType(void) const;
void destroyInstance( MovableObject* obj);
};
/** @} */
/** @} */
} // Namespace
#endif
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