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- /* -*-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
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