| 1 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield |
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| 2 | * |
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| 3 | * This library is open source and may be redistributed and/or modified under |
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| 4 | * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
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| 5 | * (at your option) any later version. The full license is in LICENSE file |
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| 6 | * included with this distribution, and on the openscenegraph.org website. |
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| 7 | * |
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| 8 | * This library is distributed in the hope that it will be useful, |
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| 9 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 10 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 11 | * OpenSceneGraph Public License for more details. |
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| 12 | */ |
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| 13 | //osgFX - Copyright (C) 2003 Marco Jez |
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| 14 | |
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| 15 | #ifndef OSGFX_SPECULARHIGHLIGHTS_ |
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| 16 | #define OSGFX_SPECULARHIGHLIGHTS_ |
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| 17 | |
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| 18 | #include <osgFX/Export> |
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| 19 | #include <osgFX/Effect> |
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| 20 | |
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| 21 | namespace osgFX |
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| 22 | { |
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| 23 | |
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| 24 | /** |
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| 25 | This effect applies additive specular highlights at fragment level (instead |
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| 26 | of OpenGL's vertex-level lighting) by using a cube map and reflective texgen. |
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| 27 | A texture matrix is computed to rotate the cube map automatically; this makes |
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| 28 | the specular effect consistent with respect to view direction and light position. |
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| 29 | The user can choose which light should be used to compute the texture matrix. |
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| 30 | This effect requires the GL_ARB_texture_env_add extension and one of the cube map |
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| 31 | extensions (GL_EXT_texture_cube_map, GL_ARB_texture_cube_map or OpenGL v1.3). |
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| 32 | */ |
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| 33 | class OSGFX_EXPORT SpecularHighlights: public Effect { |
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| 34 | public: |
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| 35 | SpecularHighlights(); |
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| 36 | SpecularHighlights(const SpecularHighlights& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY); |
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| 37 | |
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| 38 | META_Effect(osgFX, SpecularHighlights, |
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| 39 | |
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| 40 | "Specular Highlights", |
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| 41 | |
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| 42 | "This effect applies additive specular highlights at fragment level (instead " |
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| 43 | "of OpenGL's vertex-level lighting) by using a cube map and reflective texgen. " |
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| 44 | "A texture matrix is computed to rotate the cube map automatically; this makes " |
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| 45 | "the specular effect consistent with respect to view direction and light position. " |
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| 46 | "The user can choose which light should be used to compute the texture matrix.\n" |
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| 47 | "This effect requires the GL_ARB_texture_env_add extension and one of the cube map " |
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| 48 | "extensions (GL_EXT_texture_cube_map, GL_ARB_texture_cube_map or OpenGL v1.3).", |
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| 49 | |
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| 50 | "Marco Jez"); |
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| 51 | |
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| 52 | |
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| 53 | /** get the OpenGL light number */ |
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| 54 | inline int getLightNumber() const; |
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| 55 | |
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| 56 | /** set the OpenGL light number that will be used in lighting computations */ |
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| 57 | inline void setLightNumber(int n); |
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| 58 | |
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| 59 | /** get the texture unit number */ |
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| 60 | inline int getTextureUnit() const; |
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| 61 | |
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| 62 | /** set the texture unit that will be used to apply the cube map */ |
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| 63 | inline void setTextureUnit(int n); |
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| 64 | |
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| 65 | /** get the specular color */ |
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| 66 | inline const osg::Vec4& getSpecularColor() const; |
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| 67 | |
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| 68 | /** set the specular color */ |
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| 69 | inline void setSpecularColor(const osg::Vec4& color); |
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| 70 | |
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| 71 | /** get the specular exponent */ |
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| 72 | inline float getSpecularExponent() const; |
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| 73 | |
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| 74 | /** set the specular exponent */ |
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| 75 | inline void setSpecularExponent(float e); |
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| 76 | |
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| 77 | protected: |
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| 78 | virtual ~SpecularHighlights() {} |
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| 79 | SpecularHighlights& operator=(const SpecularHighlights&) { return *this; } |
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| 80 | |
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| 81 | bool define_techniques(); |
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| 82 | |
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| 83 | private: |
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| 84 | int _lightnum; |
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| 85 | int _unit; |
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| 86 | osg::Vec4 _color; |
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| 87 | float _sexp; |
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| 88 | }; |
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| 89 | |
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| 90 | // INLINE METHODS |
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| 91 | |
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| 92 | inline int SpecularHighlights::getLightNumber() const |
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| 93 | { |
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| 94 | return _lightnum; |
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| 95 | } |
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| 96 | |
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| 97 | inline void SpecularHighlights::setLightNumber(int n) |
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| 98 | { |
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| 99 | _lightnum = n; |
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| 100 | dirtyTechniques(); |
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| 101 | } |
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| 102 | |
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| 103 | inline int SpecularHighlights::getTextureUnit() const |
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| 104 | { |
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| 105 | return _unit; |
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| 106 | } |
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| 107 | |
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| 108 | inline void SpecularHighlights::setTextureUnit(int n) |
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| 109 | { |
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| 110 | _unit = n; |
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| 111 | dirtyTechniques(); |
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| 112 | } |
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| 113 | |
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| 114 | inline const osg::Vec4& SpecularHighlights::getSpecularColor() const |
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| 115 | { |
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| 116 | return _color; |
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| 117 | } |
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| 118 | |
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| 119 | inline void SpecularHighlights::setSpecularColor(const osg::Vec4& color) |
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| 120 | { |
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| 121 | _color = color; |
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| 122 | dirtyTechniques(); |
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| 123 | } |
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| 124 | |
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| 125 | inline float SpecularHighlights::getSpecularExponent() const |
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| 126 | { |
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| 127 | return _sexp; |
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| 128 | } |
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| 129 | |
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| 130 | inline void SpecularHighlights::setSpecularExponent(float e) |
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| 131 | { |
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| 132 | _sexp = e; |
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| 133 | dirtyTechniques(); |
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| 134 | } |
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| 135 | |
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| 136 | } |
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| 137 | |
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| 138 | #endif |
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