/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield * * 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 * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * 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 * OpenSceneGraph Public License for more details. */ #ifndef OSG_LIGHTSOURCE #define OSG_LIGHTSOURCE 1 #include #include #include namespace osg { /** Leaf Node for defining a light in the scene. */ class SG_EXPORT LightSource : public Group { public: LightSource(); /** Copy constructor using CopyOp to manage deep vs shallow copy. */ LightSource(const LightSource& ls, const CopyOp& copyop=CopyOp::SHALLOW_COPY): Group(ls,copyop), _value(ls._value), _light(dynamic_cast(copyop(ls._light.get()))) {} META_Node(osg, LightSource); enum ReferenceFrame { RELATIVE_RF, ABSOLUTE_RF #ifdef USE_DEPRECATED_API , RELATIVE_TO_PARENTS=RELATIVE_RF, RELATIVE_TO_ABSOLUTE=ABSOLUTE_RF, #endif }; /** Set the light sources's ReferenceFrame, either to be relative to its * parent reference frame, or relative to an absolute coordinate * frame. RELATIVE_RF is the default. * Note: setting the ReferenceFrame to be ABSOLUTE_RF will * also set the CullingActive flag on the light source, and hence all * of its parents, to false, thereby disabling culling of it and * all its parents. This is necessary to prevent inappropriate * culling, but may impact cull times if the absolute light source is * deep in the scene graph. It is therefore recommended to only use * absolute light source at the top of the scene. */ void setReferenceFrame(ReferenceFrame rf); ReferenceFrame getReferenceFrame() const { return _referenceFrame; } /** Set the attached light. */ void setLight(Light* light); /** Get the attached light. */ inline Light* getLight() { return _light.get(); } /** Get the const attached light. */ inline const Light* getLight() const { return _light.get(); } /** Set the GLModes on StateSet associated with the LightSource. */ void setStateSetModes(StateSet&,StateAttribute::GLModeValue) const; /** Set up the local StateSet. */ void setLocalStateSetModes(StateAttribute::GLModeValue value = StateAttribute::ON); protected: virtual ~LightSource(); virtual bool computeBound() const; StateAttribute::GLModeValue _value; ref_ptr _light; ReferenceFrame _referenceFrame; }; } #endif