1 /*
2 * NodePointLight.cpp
3 *
4 * Copyright (C) 1999 Stephen F. White
5 *
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program (see the file "COPYING" for details); if
18 * not, write to the Free Software Foundation, Inc., 675 Mass Ave,
19 * Cambridge, MA 02139, USA.
20 */
21
22 #include <stdio.h>
23 #include "stdafx.h"
24
25 #include "NodePointLight.h"
26 #include "Scene.h"
27 #include "Proto.h"
28 #include "FieldValue.h"
29 #include "SFFloat.h"
30 #include "SFVec3f.h"
31 #include "SFColor.h"
32 #include "SFBool.h"
33 #include "Util.h"
34 #include "resource.h"
35
36 enum {
37 LOCATION
38 };
39
ProtoPointLight(Scene * scene)40 ProtoPointLight::ProtoPointLight(Scene *scene)
41 : Proto(scene, "PointLight")
42 {
43 ambientIntensity.set(
44 addExposedField(SFFLOAT, "ambientIntensity", new SFFloat(0.0f),
45 new SFFloat(0.0f), new SFFloat(1.0f)));
46 attenuation.set(
47 addExposedField(SFVEC3F, "attenuation", new SFVec3f(1.0f, 0.0f, 0.0f),
48 new SFFloat(0.0f)));
49 color.set(
50 addExposedField(SFCOLOR, "color", new SFColor(1.0f, 1.0f, 1.0f)));
51 global.set(
52 addExposedField(SFBOOL, "global", new SFBool(false)));
53 setFieldFlags(global, FF_X3D_ONLY);
54 intensity.set(
55 addExposedField(SFFLOAT, "intensity", new SFFloat(1.0f),
56 new SFFloat(0.0f), new SFFloat(1.0f)));
57 location.set(
58 addExposedField(SFVEC3F, "location", new SFVec3f(0.0f, 0.0f, 0.0f)));
59 on.set(
60 addExposedField(SFBOOL, "on", new SFBool(true)));
61 radius.set(
62 addExposedField(SFFLOAT, "radius", new SFFloat(100.0f),
63 new SFFloat(0.0f)));
64 kambiLightCommonFields()
65 x3domLightCommonFields()
66 }
67
68 Node *
create(Scene * scene)69 ProtoPointLight::create(Scene *scene)
70 {
71 return new NodePointLight(scene, this);
72 }
73
NodePointLight(Scene * scene,Proto * def)74 NodePointLight::NodePointLight(Scene *scene, Proto *def)
75 : Node(scene, def)
76 {
77 }
78
79 void
preDraw()80 NodePointLight::preDraw()
81 {
82 // float radius = ((SFFloat *) getField(radius_Field()))->getValue();
83
84 if (color() == NULL)
85 return;
86
87 if (on()->getValue()) {
88 float ambientColor[4], diffuseColor[4];
89 float pos[4];
90 for (int i = 0; i < 3; i++) {
91 ambientColor[i] = color()->getValue()[i] *
92 ambientIntensity()->getValue();
93 diffuseColor[i] = color()->getValue()[i] *
94 intensity()->getValue();
95 pos[i] = location()->getValue()[i];
96 }
97 ambientColor[3] = diffuseColor[3] = 1.0f;
98 pos[3] = 1.0f;
99
100 m_light = (GLenum) m_scene->allocateLight();
101
102 glLightfv(m_light, GL_AMBIENT, ambientColor);
103 glLightfv(m_light, GL_DIFFUSE, diffuseColor);
104 glLightfv(m_light, GL_SPECULAR, diffuseColor);
105 glLightfv(m_light, GL_POSITION, pos);
106 glLightf(m_light, GL_SPOT_CUTOFF, 180.0f);
107 glLightf(m_light, GL_SPOT_EXPONENT, 0.0f);
108 glLightf(m_light, GL_CONSTANT_ATTENUATION,
109 attenuation()->getValue()[0]);
110 glLightf(m_light, GL_LINEAR_ATTENUATION,
111 attenuation()->getValue()[1]);
112 glLightf(m_light, GL_QUADRATIC_ATTENUATION,
113 attenuation()->getValue()[2]);
114 glEnable(m_light);
115 }
116 }
117
118 void
drawHandles()119 NodePointLight::drawHandles()
120 {
121 const float *flocation = location()->getValue();
122
123 glPushMatrix();
124 glTranslatef(flocation[0], flocation[1], flocation[2]);
125
126 glPushName(LOCATION);
127
128 GLUquadricObj *obj = gluNewQuadric();
129
130 Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color()->getValue());
131 gluSphere(obj, 0.05f, 8, 4);
132
133 glPopName();
134
135 glPopMatrix();
136
137 gluDeleteQuadric(obj);
138 }
139
140 Vec3f
getHandle(int handle,int * constraint,int * field)141 NodePointLight::getHandle(int handle, int *constraint, int *field)
142 {
143 *field = location_Field();
144 return location()->getValue();
145 }
146
147 void
setHandle(int handle,const Vec3f & v)148 NodePointLight::setHandle(int handle, const Vec3f &v)
149 {
150 m_scene->setField(this, location_Field(), new SFVec3f(v));
151 }
152
153 int
getAnimationCommentID(void)154 NodePointLight::getAnimationCommentID(void)
155 {
156 return IDS_ANIMATION_HELP_POINTLIGHT + swGetLang();
157 }
158
getProfile(void) const159 int NodePointLight::getProfile(void) const
160 {
161 return PROFILE_INTERCHANGE;
162 }
163
164 const char*
getComponentName(void) const165 NodePointLight::getComponentName(void) const
166 {
167 static const char* name = "Lighting";
168 return name;
169 }
170
171 int
getComponentLevel(void) const172 NodePointLight::getComponentLevel(void) const
173 {
174 if (!isDefault(radius_Field()))
175 return 3;
176 return -1;
177 }
178
179
180 int
writeRib(int f,int indent)181 NodePointLight::writeRib(int f, int indent)
182 {
183 RET_ONERROR( mywritestr(f, "LightSource \"pointlight\" 1 ") )
184 const float *p = location()->getValue();
185 RET_ONERROR( mywritef(f, "\"from\" [%f %f %f] ", p[0], p[1], -p[2]) )
186 RET_ONERROR( mywritef(f, "\"intensity\" [%f] ", intensity()->getValue()) )
187 const float *c = color()->getValue();
188 RET_ONERROR( mywritef(f, "\"lightcolor\" [%f %f %f]\n", c[0], c[1], c[2]) )
189
190 return 0;
191 }
192
193