OpenSceneGraph/include/osgFX/AnisotropicLighting

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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_ANISOTROPICLIGHTING_
#define OSGFX_ANISOTROPICLIGHTING_
#include <osgFX/Export>
#include <osgFX/Effect>
#include <osg/ref_ptr>
#include <osg/Texture2D>
namespace osgFX
{
/**
This single-pass effect implements a sort of anisotropic
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lighting that replaces the standard OpenGL lighting model.
The final color of vertices is not computed directly, it is
the result of a texture lookup on a user-supplied lighting
image map. A vertex program is used to compute the s and t
texture coordinates as follows: s = (N dot H) ; t = (N dot L)
where N is the vertex normal, L is the light-to-vertex vector,
H is the half-way vector. This is a good example of how you
can use the State::getInitialViewMatrix() method to retrieve
the view matrix and perform view-dependant effects without
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fakes of any kind.
This effect requires the ARB_vertex_program extension.
*/
class OSGFX_EXPORT AnisotropicLighting: public Effect {
public:
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,
"Anisotropic Lighting",
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"This single-pass effect implements a sort of anisotropic "
"lighting that replaces the standard OpenGL lighting model.\n"
"The final color of vertices is not computed directly, it is "
"the result of a texture lookup on a user-supplied lighting "
"image map. A vertex program is used to compute the s and t "
"texture coordinates as follows: s = (N dot H) ; t = (N dot L) "
"where N is the vertex normal, L is the light-to-vertex vector, "
"H is the half-way vector. This is a good example of how you "
"can use the State::getInitialViewMatrix() method to retrieve "
"the view matrix and perform view-dependant effects without "
"fakes of any kind.\n"
"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 */
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);
protected:
virtual ~AnisotropicLighting() {}
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AnisotropicLighting& operator=(const AnisotropicLighting&) { return *this; }
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bool define_techniques();
private:
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int _lightnum;
osg::ref_ptr<osg::Texture2D> _texture;
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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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return _lightnum;
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}
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inline void AnisotropicLighting::setLightNumber(int n)
{
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_lightnum = n;
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dirtyTechniques();
}
}
#endif