/* This file is part of Caelum. See http://www.ogre3d.org/wiki/index.php/Caelum Copyright (c) 2006-2007 Caelum team. See Contributors.txt for details. Caelum is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Caelum 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 GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with Caelum. If not, see . */ #include "CaelumPrecompiled.h" #include "Sun.h" #include "InternalUtilities.h" namespace Caelum { const Ogre::String SphereSun::SUN_MATERIAL_NAME = "CaelumSphereSun"; SphereSun::SphereSun ( Ogre::SceneManager *sceneMgr, Ogre::SceneNode *caelumRootNode, const Ogre::String &meshName ): BaseSkyLight(sceneMgr, caelumRootNode) { Ogre::String uniqueSuffix = "/" + InternalUtilities::pointerToString (this); mSunMaterial.reset (InternalUtilities::checkLoadMaterialClone (SUN_MATERIAL_NAME, SUN_MATERIAL_NAME + uniqueSuffix)); mSunEntity.reset (sceneMgr->createEntity ("Caelum/SphereSun" + uniqueSuffix, meshName)); mSunEntity->setMaterialName (mSunMaterial->getName ()); mSunEntity->setCastShadows (false); mSunEntity->setRenderQueueGroup (CAELUM_RENDER_QUEUE_SUN); mNode->attachObject (mSunEntity.get ()); } SphereSun::~SphereSun () { } void SphereSun::setBodyColour (const Ogre::ColourValue &colour) { BaseSkyLight::setBodyColour(colour); // Set sun material colour. mSunMaterial->setSelfIllumination (colour); } void SphereSun::notifyCameraChanged (Ogre::Camera *cam) { // This calls setFarRadius CameraBoundElement::notifyCameraChanged(cam); // Set sun position. Ogre::Real sunDistance = mRadius - mRadius * Ogre::Math::Tan (Ogre::Degree (0.01)); mNode->setPosition(-mDirection * sunDistance); // Set sun scaling in [1.6(6) ~ 2.0] range. float factor = 2 - mBodyColour.b / 3; float scale = factor * sunDistance * Ogre::Math::Tan (Ogre::Degree (0.01)); mNode->setScale (Ogre::Vector3::UNIT_SCALE * scale); } const Ogre::String SpriteSun::SUN_MATERIAL_NAME = "CaelumSpriteSun"; SpriteSun::SpriteSun ( Ogre::SceneManager *sceneMgr, Ogre::SceneNode *caelumRootNode, const Ogre::String &sunTextureName, const Ogre::Degree& sunTextureAngularSize ): BaseSkyLight(sceneMgr, caelumRootNode), mSunTextureAngularSize(sunTextureAngularSize) { Ogre::String uniqueSuffix = "/" + InternalUtilities::pointerToString (this); mSunMaterial.reset (InternalUtilities::checkLoadMaterialClone (SUN_MATERIAL_NAME, SUN_MATERIAL_NAME + uniqueSuffix)); setSunTexture (sunTextureName); mSunBillboardSet.reset (sceneMgr->createBillboardSet ("Caelum/SpriteSun" + uniqueSuffix, 2)); mSunBillboardSet->setMaterialName (mSunMaterial->getName()); mSunBillboardSet->setCastShadows (false); mSunBillboardSet->setRenderQueueGroup (CAELUM_RENDER_QUEUE_SUN); mSunBillboardSet->setDefaultDimensions (1.0f, 1.0f); mSunBillboardSet->createBillboard (Ogre::Vector3::ZERO); mNode->attachObject (mSunBillboardSet.get ()); } SpriteSun::~SpriteSun () { } void SpriteSun::setBodyColour (const Ogre::ColourValue &colour) { BaseSkyLight::setBodyColour (colour); // Set sun material colour. mSunBillboardSet->getBillboard (0)->setColour (colour); } void SpriteSun::setSunTexture (const Ogre::String &textureName) { // Update the sun material assert(mSunMaterial->getBestTechnique ()); assert(mSunMaterial->getBestTechnique ()->getPass (0)); assert(mSunMaterial->getBestTechnique ()->getPass (0)->getTextureUnitState (0)); mSunMaterial->getBestTechnique ()->getPass (0)->getTextureUnitState (0)->setTextureName (textureName); } void SpriteSun::setSunTextureAngularSize(const Ogre::Degree& sunTextureAngularSize){ mSunTextureAngularSize = sunTextureAngularSize; } void SpriteSun::notifyCameraChanged (Ogre::Camera *cam) { // This calls setFarRadius BaseSkyLight::notifyCameraChanged(cam); // Set sun position. Ogre::Real sunDistance = mRadius - mRadius * Ogre::Math::Tan(mSunTextureAngularSize); mNode->setPosition (-mDirection * sunDistance); // Set sun scaling in [1.0 ~ 1.2] range float factor = 1.2f - mBodyColour.b * 0.2f; float scale = factor * sunDistance * Ogre::Math::Tan(mSunTextureAngularSize); mNode->setScale (Ogre::Vector3::UNIT_SCALE * scale); } }