OpenSceneGraph/include/osgFX/SpecularHighlights

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
* This library is open source and may be redistributed and/or modified under
* 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
* included with this distribution, and on the openscenegraph.org website.
*
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* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
*/
//osgFX - Copyright (C) 2003 Marco Jez
#ifndef OSGFX_SPECULARHIGHLIGHTS_
#define OSGFX_SPECULARHIGHLIGHTS_
#include <osgFX/Export>
#include <osgFX/Effect>
namespace osgFX
{
/**
This effect applies additive specular highlights at fragment level (instead
of OpenGL's vertex-level lighting) by using a cube map and reflective texgen.
A texture matrix is computed to rotate the cube map automatically; this makes
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.
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).
*/
class OSGFX_EXPORT SpecularHighlights: public Effect {
public:
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,
"Specular Highlights",
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"This effect applies additive specular highlights at fragment level (instead "
"of OpenGL's vertex-level lighting) by using a cube map and reflective texgen. "
"A texture matrix is computed to rotate the cube map automatically; this makes "
"the specular effect consistent with respect to view direction and light position. "
"The user can choose which light should be used to compute the texture matrix.\n"
"This effect requires the GL_ARB_texture_env_add extension and one of the cube map "
"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 */
inline int getLightNumber() const;
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/** set the OpenGL light number that will be used in lighting computations */
inline void setLightNumber(int n);
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/** get the texture unit number */
inline int getTextureUnit() const;
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/** set the texture unit that will be used to apply the cube map */
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 */
inline float getSpecularExponent() const;
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/** set the specular exponent */
inline void setSpecularExponent(float e);
protected:
virtual ~SpecularHighlights() {}
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SpecularHighlights& operator=(const SpecularHighlights&) { return *this; }
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bool define_techniques();
private:
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int _lightnum;
int _unit;
osg::Vec4 _color;
float _sexp;
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};
// INLINE METHODS
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inline int SpecularHighlights::getLightNumber() const
{
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return _lightnum;
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}
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inline void SpecularHighlights::setLightNumber(int n)
{
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_lightnum = n;
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dirtyTechniques();
}
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inline int SpecularHighlights::getTextureUnit() const
{
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return _unit;
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}
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inline void SpecularHighlights::setTextureUnit(int n)
{
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_unit = n;
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dirtyTechniques();
}
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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();
}
inline float SpecularHighlights::getSpecularExponent() const
{
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return _sexp;
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}
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inline void SpecularHighlights::setSpecularExponent(float e)
{
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_sexp = e;
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dirtyTechniques();
}
}
#endif