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- /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 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.
- */
- #ifndef OSG_LIGHTSOURCE
- #define OSG_LIGHTSOURCE 1
- #include <osg/NodeVisitor>
- #include <osg/Light>
- #include <osg/Group>
- namespace osg {
- /** Leaf Node for defining a light in the scene. */
- class OSG_EXPORT LightSource : public Group
- {
- public:
- LightSource();
- /** Copy constructor using CopyOp to manage deep vs shallow copy. */
- LightSource(const LightSource& ls,
- const CopyOp& copyop=CopyOp::SHALLOW_COPY):
- Group(ls,copyop),
- _value(ls._value),
- _light(dynamic_cast<osg::Light*>(copyop(ls._light.get()))),
- _referenceFrame(ls._referenceFrame) {}
- META_Node(osg, LightSource);
- enum ReferenceFrame
- {
- RELATIVE_RF,
- ABSOLUTE_RF
- };
- /** Set the light sources's ReferenceFrame, either to be relative to its
- * parent reference frame, or relative to an absolute coordinate
- * frame. RELATIVE_RF is the default.
- * Note: setting the ReferenceFrame to be ABSOLUTE_RF will
- * also set the CullingActive flag on the light source, and hence all
- * of its parents, to false, thereby disabling culling of it and
- * all its parents. This is necessary to prevent inappropriate
- * culling, but may impact cull times if the absolute light source is
- * deep in the scene graph. It is therefore recommended to only use
- * absolute light source at the top of the scene.
- */
- void setReferenceFrame(ReferenceFrame rf);
- ReferenceFrame getReferenceFrame() const { return _referenceFrame; }
- /** Set the attached light. */
- void setLight(Light* light);
- /** Get the attached light. */
- inline Light* getLight() { return _light.get(); }
- /** Get the const attached light. */
- inline const Light* getLight() const { return _light.get(); }
- /** Set the GLModes on StateSet associated with the LightSource. */
- void setStateSetModes(StateSet&,StateAttribute::GLModeValue) const;
- /** Set up the local StateSet. */
- void setLocalStateSetModes(StateAttribute::GLModeValue value = StateAttribute::ON);
- /** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
- virtual void setThreadSafeRefUnref(bool threadSafe);
- virtual BoundingSphere computeBound() const;
- protected:
- virtual ~LightSource();
- StateAttribute::GLModeValue _value;
- ref_ptr<Light> _light;
- ReferenceFrame _referenceFrame;
- };
- }
- #endif
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