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138 lines
4.5 KiB
138 lines
4.5 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_SPECULARHIGHLIGHTS_ |
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#define OSGFX_SPECULARHIGHLIGHTS_ |
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#include <osgFX/Export> |
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#include <osgFX/Effect> |
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namespace osgFX |
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{ |
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/** |
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This effect applies additive specular highlights at fragment level (instead |
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of OpenGL's vertex-level lighting) by using a cube map and reflective texgen. |
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A texture matrix is computed to rotate the cube map automatically; this makes |
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the specular effect consistent with respect to view direction and light position. |
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The user can choose which light should be used to compute the texture matrix. |
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This effect requires the GL_ARB_texture_env_add extension and one of the cube map |
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extensions (GL_EXT_texture_cube_map, GL_ARB_texture_cube_map or OpenGL v1.3). |
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*/ |
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class OSGFX_EXPORT SpecularHighlights: public Effect { |
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public: |
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SpecularHighlights(); |
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SpecularHighlights(const SpecularHighlights& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); |
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META_Effect(osgFX, SpecularHighlights, |
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"Specular Highlights", |
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"This effect applies additive specular highlights at fragment level (instead " |
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"of OpenGL's vertex-level lighting) by using a cube map and reflective texgen. " |
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"A texture matrix is computed to rotate the cube map automatically; this makes " |
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"the specular effect consistent with respect to view direction and light position. " |
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"The user can choose which light should be used to compute the texture matrix.\n" |
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"This effect requires the GL_ARB_texture_env_add extension and one of the cube map " |
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"extensions (GL_EXT_texture_cube_map, GL_ARB_texture_cube_map or OpenGL v1.3).", |
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"Marco Jez"); |
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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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/** get the texture unit number */ |
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inline int getTextureUnit() const; |
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/** set the texture unit that will be used to apply the cube map */ |
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inline void setTextureUnit(int n); |
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/** get the specular color */ |
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inline const osg::Vec4& getSpecularColor() const; |
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/** set the specular color */ |
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inline void setSpecularColor(const osg::Vec4& color); |
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/** get the specular exponent */ |
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inline float getSpecularExponent() const; |
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/** set the specular exponent */ |
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inline void setSpecularExponent(float e); |
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protected: |
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virtual ~SpecularHighlights() {} |
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SpecularHighlights& operator=(const SpecularHighlights&) { return *this; } |
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bool define_techniques(); |
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private: |
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int _lightnum; |
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int _unit; |
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osg::Vec4 _color; |
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float _sexp; |
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}; |
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// INLINE METHODS |
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inline int SpecularHighlights::getLightNumber() const |
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{ |
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return _lightnum; |
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} |
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inline void SpecularHighlights::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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inline int SpecularHighlights::getTextureUnit() const |
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{ |
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return _unit; |
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} |
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inline void SpecularHighlights::setTextureUnit(int n) |
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{ |
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_unit = n; |
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dirtyTechniques(); |
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} |
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inline const osg::Vec4& SpecularHighlights::getSpecularColor() const |
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{ |
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return _color; |
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} |
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inline void SpecularHighlights::setSpecularColor(const osg::Vec4& color) |
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{ |
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_color = color; |
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dirtyTechniques(); |
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} |
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inline float SpecularHighlights::getSpecularExponent() const |
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{ |
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return _sexp; |
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} |
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inline void SpecularHighlights::setSpecularExponent(float e) |
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{ |
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_sexp = e; |
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dirtyTechniques(); |
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} |
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} |
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#endif
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