4dd273de70
plugin and cull visitor to account for this change.
78 lines
2.5 KiB
Plaintext
78 lines
2.5 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSG_LIGHTSOURCE
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#define OSG_LIGHTSOURCE 1
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#include <osg/NodeVisitor>
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#include <osg/Light>
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#include <osg/Group>
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namespace osg {
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/** Leaf Node for defining a light in the scene.*/
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class SG_EXPORT LightSource : public Group
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{
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public:
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LightSource();
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LightSource(const LightSource& ls, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Group(ls,copyop),
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_value(ls._value),
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_light(dynamic_cast<osg::StateAttribute*>(copyop(ls._light.get()))) {}
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META_Node(osg, LightSource);
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enum ReferenceFrame
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{
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RELATIVE_TO_PARENTS,
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RELATIVE_TO_ABSOLUTE
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};
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/** Set the light sources's ReferenceFrame, either to be relative to its
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* parent reference frame, or relative to an absolute coordinate
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* frame. RELATIVE_TO_PARENTS is the default.
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* Note: setting the ReferenceFrame to be RELATIVE_TO_ABSOLUTE will
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* also set the CullingActive flag on the light source, and hence all
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* of its parents, to false, thereby disabling culling of it and
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* all its parents. This is neccessary to prevent inappropriate
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* culling, but may impact cull times if the absolute light source is
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* deep in the scene graph. It is therefore recommend to only use
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* absolute light source at the top of the scene. */
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void setReferenceFrame(ReferenceFrame rf);
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ReferenceFrame getReferenceFrame() const { return _referenceFrame; }
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/** Set the attached light.*/
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void setLight(StateAttribute* light);
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/** Get the attached light.*/
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inline StateAttribute* getLight() { return _light.get(); }
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/** Get the const attached light.*/
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inline const StateAttribute* getLight() const { return _light.get(); }
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/** Set the GLModes on StateSet associated with the LightSource.*/
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void setStateSetModes(StateSet&,StateAttribute::GLModeValue) const;
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/** Set up the local StateSet */
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void setLocalStateSetModes(StateAttribute::GLModeValue=StateAttribute::ON);
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protected:
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virtual ~LightSource();
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virtual bool computeBound() const;
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StateAttribute::GLModeValue _value;
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ref_ptr<StateAttribute> _light;
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ReferenceFrame _referenceFrame;
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};
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}
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#endif
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