139 lines
4.5 KiB
C++
139 lines
4.5 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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 ©, const osg::CopyOp ©op = 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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