OpenSceneGraph/include/osgFX/BumpMapping
2012-03-21 17:36:20 +00:00

199 lines
6.8 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*/
//osgFX - Copyright (C) 2003 Marco Jez
#ifndef OSGFX_BUMPMAPPING_
#define OSGFX_BUMPMAPPING_
#include <osgFX/Export>
#include <osgFX/Effect>
#include <osg/ref_ptr>
#include <osg/Texture2D>
namespace osgFX
{
/**
This effect makes surfaces appear bumpy. Children nodes must use two textures,
one for diffuse color and one for the normal map (which can be created
from a height map with tools like nVIDIA's normal map generator). Furthermore,
tangent-space basis vectors must be created and assigned to each Geometry; this
can be done quickly by calling BumpMapping::prepareChildren(). Note that both
diffuse and normal map textures must have corresponding UV maps defined in
Geometry objects.
This effect defines a preferred technique which uses ARB vertex & fragment
programs, and a fallback technique which doesn't use fragment programs. The
latter is more limited though since it can't handle ambient and specular
components.
*/
class OSGFX_EXPORT BumpMapping: public Effect {
public:
BumpMapping();
BumpMapping(const BumpMapping& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Effect(osgFX, BumpMapping,
"Bump Mapping",
"This effect makes surfaces appear bumpy. Children nodes must use two textures, "
"one for diffuse color and one for the normal map (which can be created "
"from a height map with tools like nVIDIA's normal map generator). Furthermore, "
"tangent-space basis vectors must be created and assigned to each Geometry; this "
"can be done quickly by calling BumpMapping::prepareChildren(). Note that both "
"diffuse and normal map textures must have corresponding UV maps defined in "
"Geometry objects.\n"
"This effect defines a preferred technique which uses ARB vertex & fragment "
"programs, and a fallback technique which doesn't use fragment programs. The "
"latter is more limited though since it can't handle ambient and specular "
"components.",
"Marco Jez");
/** get the OpenGL light number */
inline int getLightNumber() const;
/** set the OpenGL light number that will be used in lighting computations */
inline void setLightNumber(int n);
/** get the texture unit that contains diffuse color texture. Default is 1 */
inline int getDiffuseTextureUnit() const;
/** set the texture unit that contains diffuse color texture. Default is 1 */
inline void setDiffuseTextureUnit(int n);
/** get the texture unit that contains normal map texture. Default is 0 */
inline int getNormalMapTextureUnit() const;
/** set the texture unit that contains normal map texture. Default is 0 */
inline void setNormalMapTextureUnit(int n);
/** get the diffuse color texture that overrides children's texture */
inline osg::Texture2D* getOverrideDiffuseTexture();
/** get the const diffuse color texture that overrides children's texture */
inline const osg::Texture2D* getOverrideDiffuseTexture() const;
/** set the diffuse color texture that overrides children's texture */
inline void setOverrideDiffuseTexture(osg::Texture2D* texture);
/** get the normal map texture that overrides children's texture */
inline osg::Texture2D* getOverrideNormalMapTexture();
/** get the const normal map texture that overrides children's texture */
inline const osg::Texture2D* getOverrideNormalMapTexture() const;
/** set the normal map texture that overrides children's texture */
inline void setOverrideNormalMapTexture(osg::Texture2D* texture);
/**
prepare a Geometry for bump lighting. Tangent-space basis vectors are
generated and attached to the geometry as vertex attribute arrays.
*/
void prepareGeometry(osg::Geometry* geo);
/** prepare a Node for bump lighting, calling prepareGeometry() for each Geometry */
void prepareNode(osg::Node* node);
/** prepare children for bump lighting. Actually calls prepareNode() for each child */
void prepareChildren();
/** set up a demo environment with predefined diffuse and normal maps, as well as texture coordinates */
void setUpDemo();
protected:
virtual ~BumpMapping() {}
BumpMapping &operator=(const BumpMapping &) { return *this; }
bool define_techniques();
private:
int _lightnum;
int _diffuse_unit;
int _normal_unit;
osg::ref_ptr<osg::Texture2D> _diffuse_tex;
osg::ref_ptr<osg::Texture2D> _normal_tex;
};
// INLINE METHODS
inline int BumpMapping::getLightNumber() const
{
return _lightnum;
}
inline void BumpMapping::setLightNumber(int n)
{
_lightnum = n;
dirtyTechniques();
}
inline int BumpMapping::getDiffuseTextureUnit() const
{
return _diffuse_unit;
}
inline void BumpMapping::setDiffuseTextureUnit(int n)
{
_diffuse_unit = n;
dirtyTechniques();
}
inline int BumpMapping::getNormalMapTextureUnit() const
{
return _normal_unit;
}
inline void BumpMapping::setNormalMapTextureUnit(int n)
{
_normal_unit = n;
dirtyTechniques();
}
inline osg::Texture2D* BumpMapping::getOverrideDiffuseTexture()
{
return _diffuse_tex.get();
}
inline const osg::Texture2D* BumpMapping::getOverrideDiffuseTexture() const
{
return _diffuse_tex.get();
}
inline void BumpMapping::setOverrideDiffuseTexture(osg::Texture2D* texture)
{
_diffuse_tex = texture;
dirtyTechniques();
}
inline osg::Texture2D* BumpMapping::getOverrideNormalMapTexture()
{
return _normal_tex.get();
}
inline const osg::Texture2D* BumpMapping::getOverrideNormalMapTexture() const
{
return _normal_tex.get();
}
inline void BumpMapping::setOverrideNormalMapTexture(osg::Texture2D* texture)
{
_normal_tex = texture;
dirtyTechniques();
}
}
#endif