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/**************************************************************************\
*
* This file is part of the Coin 3D visualization library.
* Copyright (C) by Kongsberg Oil & Gas Technologies.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* ("GPL") version 2 as published by the Free Software Foundation.
* See the file LICENSE.GPL at the root directory of this source
* distribution for additional information about the GNU GPL.
*
* For using Coin with software that can not be combined with the GNU
* GPL, and for taking advantage of the additional benefits of our
* support services, please contact Kongsberg Oil & Gas Technologies
* about acquiring a Coin Professional Edition License.
*
* See http://www.coin3d.org/ for more information.
*
* Kongsberg Oil & Gas Technologies, Bygdoy Alle 5, 0257 Oslo, NORWAY.
* http://www.sim.no/ sales@sim.no coin-support@coin3d.org
*
\**************************************************************************/
/*!
\class SoPointLight SoPointLight.h Inventor/nodes/SoPointLight.h
\brief The SoPointLight class is a node type for light sources.
\ingroup nodes
Pointlights emits light equally in all directions from a specified
3D location.
See also documentation of parent class for important information
regarding light sources in general.
<b>FILE FORMAT/DEFAULTS:</b>
\code
PointLight {
on TRUE
intensity 1
color 1 1 1
location 0 0 1
}
\endcode
*/
// *************************************************************************
#include <Inventor/nodes/SoPointLight.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif // HAVE_CONFIG_H
#include <Inventor/SbColor4f.h>
#include <Inventor/SbVec4f.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/elements/SoEnvironmentElement.h>
#include <Inventor/elements/SoGLLightIdElement.h>
#include <Inventor/elements/SoModelMatrixElement.h>
#include <Inventor/elements/SoViewingMatrixElement.h>
#include <Inventor/elements/SoLightElement.h>
#include <Inventor/errors/SoDebugError.h>
#include <Inventor/system/gl.h>
#include "nodes/SoSubNodeP.h"
// *************************************************************************
/*!
\var SoSFVec3f SoPointLight::location
3D position of lightsource. Default value is <0, 0, 1>.
*/
// *************************************************************************
SO_NODE_SOURCE(SoPointLight);
// *************************************************************************
/*!
Constructor.
*/
SoPointLight::SoPointLight(void)
{
SO_NODE_INTERNAL_CONSTRUCTOR(SoPointLight);
SO_NODE_ADD_FIELD(location, (0.0f, 0.0f, 1.0f));
}
/*!
Destructor.
*/
SoPointLight::~SoPointLight()
{
}
// Doc from superclass.
void
SoPointLight::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoPointLight, SO_FROM_INVENTOR_1|SoNode::VRML1);
}
// Doc from superclass.
void
SoPointLight::GLRender(SoGLRenderAction * action)
{
if (!this->on.getValue()) return;
int idx = SoGLLightIdElement::increment(action->getState());
if (idx < 0) {
#if COIN_DEBUG
SoDebugError::post("SoPointLight::GLRender()",
"Max # lights exceeded :(\n");
#endif // COIN_DEBUG
return;
}
SoState * state = action->getState();
SoLightElement::add(state, this, SoModelMatrixElement::get(state) *
SoViewingMatrixElement::get(state));
GLenum light = (GLenum) (idx + GL_LIGHT0);
SbVec3f attenuation = SoEnvironmentElement::getLightAttenuation(state);
glLightf(light, GL_QUADRATIC_ATTENUATION, attenuation[0]);
glLightf(light, GL_LINEAR_ATTENUATION, attenuation[1]);
glLightf(light, GL_CONSTANT_ATTENUATION, attenuation[2]);
SbColor4f lightcolor(0.0f, 0.0f, 0.0f, 1.0f);
// disable ambient contribution from this light source
glLightfv(light, GL_AMBIENT, lightcolor.getValue());
lightcolor.setRGB(this->color.getValue());
lightcolor *= this->intensity.getValue();
glLightfv(light, GL_DIFFUSE, lightcolor.getValue());
glLightfv(light, GL_SPECULAR, lightcolor.getValue());
SbVec3f loc = this->location.getValue();
// point (or spot) light when w = 1.0
SbVec4f posvec(loc[0], loc[1], loc[2], 1.0f);
glLightfv(light, GL_POSITION, posvec.getValue());
// turning off spot light properties for ordinary lights
glLightf(light, GL_SPOT_EXPONENT, 0.0);
glLightf(light, GL_SPOT_CUTOFF, 180.0);
}
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