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OpenSceneGraph/include/osg/LightSource

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/* -*-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 <osg/NodeVisitor>
#include <osg/Light>
#include <osg/Group>
namespace osg {
/** Leaf Node for defining a light in the scene. */
class OSG_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<osg::Light*>(copyop(ls._light.get()))),
_referenceFrame(ls._referenceFrame) {}
META_Node(osg, LightSource);
enum ReferenceFrame
{
RELATIVE_RF,
ABSOLUTE_RF
};
/** 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);
/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
virtual void setThreadSafeRefUnref(bool threadSafe);
virtual BoundingSphere computeBound() const;
protected:
virtual ~LightSource();
StateAttribute::GLModeValue _value;
ref_ptr<Light> _light;
ReferenceFrame _referenceFrame;
};
}
#endif