/* -*-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 #include #include #include 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 _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