94 lines
3.2 KiB
C++
94 lines
3.2 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 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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#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 OSG_EXPORT LightSource : public Group
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{
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public:
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LightSource();
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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LightSource(const LightSource& ls,
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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::Light*>(copyop(ls._light.get()))),
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_referenceFrame(ls._referenceFrame) {}
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META_Node(osg, LightSource);
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enum ReferenceFrame
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{
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RELATIVE_RF,
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ABSOLUTE_RF
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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_RF is the default.
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* Note: setting the ReferenceFrame to be ABSOLUTE_RF 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 necessary 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 recommended to only use
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* absolute light source at the top of the scene.
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*/
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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(Light* light);
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/** Get the attached light. */
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inline Light* getLight() { return _light.get(); }
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/** Get the const attached light. */
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inline const Light* 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 value = StateAttribute::ON);
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/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
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virtual void setThreadSafeRefUnref(bool threadSafe);
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virtual BoundingSphere computeBound() const;
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protected:
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virtual ~LightSource();
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StateAttribute::GLModeValue _value;
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ref_ptr<Light> _light;
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ReferenceFrame _referenceFrame;
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};
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}
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#endif
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