OpenSceneGraph/src/osg/LightSource.cpp
Robert Osfield ff35465a33 Moved _stateset = new StateSet instances to setStateSet(new StateSet) to make
sure the wiring up of the StateSet parents is done consistently
2008-08-25 10:20:20 +00:00

84 lines
2.2 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.
*/
#include <osg/LightSource>
using namespace osg;
LightSource::LightSource():
_value(StateAttribute::ON),
_referenceFrame(RELATIVE_RF)
{
// switch off culling of light source nodes by default.
setCullingActive(false);
setStateSet(new StateSet);
_light = new Light;
}
LightSource::~LightSource()
{
// ref_ptr<> automactially decrements the reference count of attached lights.
}
void LightSource::setReferenceFrame(ReferenceFrame rf)
{
_referenceFrame = rf;
}
void LightSource::setLight(Light* light)
{
_light = light;
setLocalStateSetModes(_value);
}
// Set the GLModes on StateSet associated with the ClipPlanes.
void LightSource::setStateSetModes(StateSet& stateset,StateAttribute::GLModeValue value) const
{
if (_light.valid())
{
stateset.setAssociatedModes(_light.get(),value);
}
}
void LightSource::setLocalStateSetModes(StateAttribute::GLModeValue value)
{
if (!_stateset) setStateSet(new StateSet);
_stateset->clear();
setStateSetModes(*_stateset,value);
}
BoundingSphere LightSource::computeBound() const
{
BoundingSphere bsphere(Group::computeBound());
if (_light.valid() && _referenceFrame==RELATIVE_RF)
{
const Vec4& pos = _light->getPosition();
if (pos[3]!=0.0f)
{
float div = 1.0f/pos[3];
bsphere.expandBy(Vec3(pos[0]*div,pos[1]*div,pos[2]*div));
}
}
return bsphere;
}
void LightSource::setThreadSafeRefUnref(bool threadSafe)
{
Group::setThreadSafeRefUnref(threadSafe);
if (_light.valid()) _light->setThreadSafeRefUnref(threadSafe);
}