/**************************************************************************\ * Copyright (c) Kongsberg Oil & Gas Technologies AS * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the copyright holder nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. \**************************************************************************/ #ifdef HAVE_CONFIG_H #include #endif // HAVE_CONFIG_H #ifdef HAVE_VRML97 /*! \class SoVRMLDirectionalLight SoVRMLDirectionalLight.h Inventor/VRMLnodes/SoVRMLDirectionalLight.h \brief The SoVRMLDirectionalLight class is a node type for specifying directional light sources. \ingroup VRMLnodes \WEB3DCOPYRIGHT \verbatim DirectionalLight { exposedField SFFloat ambientIntensity 0 # [0,1] exposedField SFColor color 1 1 1 # [0,1] exposedField SFVec3f direction 0 0 -1 # (-inf,inf) exposedField SFFloat intensity 1 # [0,1] exposedField SFBool on TRUE } \endverbatim The DirectionalLight node defines a directional light source that illuminates along rays parallel to a given 3-dimensional vector. A description of the ambientIntensity, color, intensity, and on fields is in 4.6.6, Light sources (). The direction field specifies the direction vector of the illumination emanating from the light source in the local coordinate system. Light is emitted along parallel rays from an infinite distance away. A directional light source illuminates only the objects in its enclosing parent group. The light may illuminate everything within this coordinate system, including all children and descendants of its parent group. The accumulated transformations of the parent nodes affect the light. DirectionalLight nodes do not attenuate with distance. A precise description of VRML's lighting equations is contained in 4.14, Lighting model (). */ /*! \var SoSFVec3f SoVRMLDirectionalLight::direction The light direction. */ #include #include #include #include #include #include #include #include #if COIN_DEBUG #include #endif // COIN_DEBUG #include "nodes/SoSubNodeP.h" SO_NODE_SOURCE(SoVRMLDirectionalLight); // Doc in parent void SoVRMLDirectionalLight::initClass(void) // static { SO_NODE_INTERNAL_INIT_CLASS(SoVRMLDirectionalLight, SO_VRML97_NODE_TYPE); } /*! Constructor. */ SoVRMLDirectionalLight::SoVRMLDirectionalLight(void) { SO_VRMLNODE_INTERNAL_CONSTRUCTOR(SoVRMLDirectionalLight); SO_VRMLNODE_ADD_EXPOSED_FIELD(direction, (0.0f, 0.0f, -1.0f)); } /*! Destructor. */ SoVRMLDirectionalLight::~SoVRMLDirectionalLight() { } // Doc in parent void SoVRMLDirectionalLight::GLRender(SoGLRenderAction * action) { if (!this->on.getValue()) return; SoState * state = action->getState(); int idx = SoGLLightIdElement::increment(state); if (idx < 0) { #if COIN_DEBUG SoDebugError::postWarning("SoDirectionalLight::GLRender", "Max # of OpenGL lights exceeded :("); #endif // COIN_DEBUG return; } GLenum light = (GLenum) (idx + GL_LIGHT0); SbColor4f lightcolor(0.0f, 0.0f, 0.0f, 1.0f); lightcolor.setRGB(this->color.getValue()); lightcolor *= this->ambientIntensity.getValue(); 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()); // GL directional light is specified towards light source SbVec3f dir = - this->direction.getValue(); dir.normalize(); // directional when w = 0.0 SbVec4f dirvec(dir[0], dir[1], dir[2], 0.0f); glLightfv(light, GL_POSITION, dirvec.getValue()); glLightf(light, GL_SPOT_EXPONENT, 0.0); glLightf(light, GL_SPOT_CUTOFF, 180.0); glLightf(light, GL_CONSTANT_ATTENUATION, 1); glLightf(light, GL_LINEAR_ATTENUATION, 0); glLightf(light, GL_QUADRATIC_ATTENUATION, 0); } #endif // HAVE_VRML97