OpenSceneGraph/include/osgFX/AnisotropicLighting
2006-07-18 15:21:48 +00:00

123 lines
4.2 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.
*/
//osgFX - Copyright (C) 2003 Marco Jez
#ifndef OSGFX_ANISOTROPICLIGHTING_
#define OSGFX_ANISOTROPICLIGHTING_
#include <osgFX/Export>
#include <osgFX/Effect>
#include <osg/ref_ptr>
#include <osg/Texture2D>
namespace osgFX
{
/**
This single-pass effect implements a sort of anisotropic
lighting that replaces the standard OpenGL lighting model.
The final color of vertices is not computed directly, it is
the result of a texture lookup on a user-supplied lighting
image map. A vertex program is used to compute the s and t
texture coordinates as follows: s = (N dot H) ; t = (N dot L)
where N is the vertex normal, L is the light-to-vertex vector,
H is the half-way vector. This is a good example of how you
can use the State::getInitialViewMatrix() method to retrieve
the view matrix and perform view-dependant effects without
fakes of any kind.
This effect requires the ARB_vertex_program extension.
*/
class OSGFX_EXPORT AnisotropicLighting: public Effect {
public:
AnisotropicLighting();
AnisotropicLighting(const AnisotropicLighting& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Effect(osgFX, AnisotropicLighting,
"Anisotropic Lighting",
"This single-pass effect implements a sort of anisotropic "
"lighting that replaces the standard OpenGL lighting model.\n"
"The final color of vertices is not computed directly, it is "
"the result of a texture lookup on a user-supplied lighting "
"image map. A vertex program is used to compute the s and t "
"texture coordinates as follows: s = (N dot H) ; t = (N dot L) "
"where N is the vertex normal, L is the light-to-vertex vector, "
"H is the half-way vector. This is a good example of how you "
"can use the State::getInitialViewMatrix() method to retrieve "
"the view matrix and perform view-dependant effects without "
"fakes of any kind.\n"
"This effect requires the ARB_vertex_program extension.",
"Marco Jez");
/** get the lighting map */
inline osg::Image* getLightingMap();
/** get the const lighting map */
inline const osg::Image* getLightingMap() const;
/** set the lighting map */
inline void setLightingMap(osg::Image* image);
/** 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);
protected:
virtual ~AnisotropicLighting() {}
AnisotropicLighting& operator=(const AnisotropicLighting&) { return *this; }
bool define_techniques();
private:
int _lightnum;
osg::ref_ptr<osg::Texture2D> _texture;
};
// INLINE METHODS
inline osg::Image* AnisotropicLighting::getLightingMap()
{
return _texture->getImage();
}
inline const osg::Image* AnisotropicLighting::getLightingMap() const
{
return _texture->getImage();
}
inline void AnisotropicLighting::setLightingMap(osg::Image* image)
{
_texture->setImage(image);
}
inline int AnisotropicLighting::getLightNumber() const
{
return _lightnum;
}
inline void AnisotropicLighting::setLightNumber(int n)
{
_lightnum = n;
dirtyTechniques();
}
}
#endif