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122 lines
4.2 KiB
122 lines
4.2 KiB
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield |
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* |
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* This library is open source and may be redistributed and/or modified under |
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
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* (at your option) any later version. The full license is in LICENSE file |
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* included with this distribution, and on the openscenegraph.org website. |
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* |
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* This library is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* OpenSceneGraph Public License for more details. |
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*/ |
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//osgFX - Copyright (C) 2003 Marco Jez |
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#ifndef OSGFX_ANISOTROPICLIGHTING_ |
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#define OSGFX_ANISOTROPICLIGHTING_ |
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#include <osgFX/Export> |
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#include <osgFX/Effect> |
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#include <osg/ref_ptr> |
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#include <osg/Texture2D> |
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namespace osgFX |
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{ |
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/** |
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This single-pass effect implements a sort of anisotropic |
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lighting that replaces the standard OpenGL lighting model. |
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The final color of vertices is not computed directly, it is |
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the result of a texture lookup on a user-supplied lighting |
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image map. A vertex program is used to compute the s and t |
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texture coordinates as follows: s = (N dot H) ; t = (N dot L) |
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where N is the vertex normal, L is the light-to-vertex vector, |
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H is the half-way vector. This is a good example of how you |
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can use the State::getInitialViewMatrix() method to retrieve |
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the view matrix and perform view-dependant effects without |
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fakes of any kind. |
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This effect requires the ARB_vertex_program extension. |
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*/ |
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class OSGFX_EXPORT AnisotropicLighting: public Effect { |
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public: |
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AnisotropicLighting(); |
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AnisotropicLighting(const AnisotropicLighting& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); |
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META_Effect(osgFX, AnisotropicLighting, |
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"Anisotropic Lighting", |
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"This single-pass effect implements a sort of anisotropic " |
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"lighting that replaces the standard OpenGL lighting model.\n" |
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"The final color of vertices is not computed directly, it is " |
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"the result of a texture lookup on a user-supplied lighting " |
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"image map. A vertex program is used to compute the s and t " |
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"texture coordinates as follows: s = (N dot H) ; t = (N dot L) " |
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"where N is the vertex normal, L is the light-to-vertex vector, " |
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"H is the half-way vector. This is a good example of how you " |
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"can use the State::getInitialViewMatrix() method to retrieve " |
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"the view matrix and perform view-dependant effects without " |
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"fakes of any kind.\n" |
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"This effect requires the ARB_vertex_program extension.", |
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"Marco Jez"); |
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/** get the lighting map */ |
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inline osg::Image* getLightingMap(); |
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/** get the const lighting map */ |
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inline const osg::Image* getLightingMap() const; |
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/** set the lighting map */ |
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inline void setLightingMap(osg::Image* image); |
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/** get the OpenGL light number */ |
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inline int getLightNumber() const; |
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/** set the OpenGL light number that will be used in lighting computations */ |
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inline void setLightNumber(int n); |
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protected: |
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virtual ~AnisotropicLighting() {} |
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AnisotropicLighting& operator=(const AnisotropicLighting&) { return *this; } |
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bool define_techniques(); |
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private: |
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int _lightnum; |
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osg::ref_ptr<osg::Texture2D> _texture; |
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}; |
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// INLINE METHODS |
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inline osg::Image* AnisotropicLighting::getLightingMap() |
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{ |
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return _texture->getImage(); |
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} |
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inline const osg::Image* AnisotropicLighting::getLightingMap() const |
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{ |
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return _texture->getImage(); |
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} |
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inline void AnisotropicLighting::setLightingMap(osg::Image* image) |
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{ |
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_texture->setImage(image); |
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} |
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inline int AnisotropicLighting::getLightNumber() const |
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{ |
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return _lightnum; |
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} |
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inline void AnisotropicLighting::setLightNumber(int n) |
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{ |
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_lightnum = n; |
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dirtyTechniques(); |
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} |
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} |
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#endif
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