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32
33 #ifdef HAVE_CONFIG_H
34 #include <config.h>
35 #endif // HAVE_CONFIG_H
36
37 #ifdef HAVE_VRML97
38
39 /*!
40 \class SoVRMLDirectionalLight SoVRMLDirectionalLight.h Inventor/VRMLnodes/SoVRMLDirectionalLight.h
41 \brief The SoVRMLDirectionalLight class is a node type for specifying directional light sources.
42
43 \ingroup VRMLnodes
44
45 \WEB3DCOPYRIGHT
46
47 \verbatim
48 DirectionalLight {
49 exposedField SFFloat ambientIntensity 0 # [0,1]
50 exposedField SFColor color 1 1 1 # [0,1]
51 exposedField SFVec3f direction 0 0 -1 # (-inf,inf)
52 exposedField SFFloat intensity 1 # [0,1]
53 exposedField SFBool on TRUE
54 }
55 \endverbatim
56
57 The DirectionalLight node defines a directional light source that
58 illuminates along rays parallel to a given 3-dimensional vector. A
59 description of the ambientIntensity, color, intensity, and on fields
60 is in 4.6.6, Light sources
61 (<http://www.web3d.org/documents/specifications/14772/V2.0/part1/concepts.html#4.6.6>).
62
63 The direction field specifies the direction vector of the
64 illumination emanating from the light source in the local coordinate
65 system. Light is emitted along parallel rays from an infinite
66 distance away. A directional light source illuminates only the
67 objects in its enclosing parent group. The light may illuminate
68 everything within this coordinate system, including all children and
69 descendants of its parent group. The accumulated transformations of
70 the parent nodes affect the light. DirectionalLight nodes do not
71 attenuate with distance. A precise description of VRML's lighting
72 equations is contained in 4.14, Lighting model
73 (<http://www.web3d.org/documents/specifications/14772/V2.0/part1/concepts.html#4.6.14>).
74
75 */
76
77 /*!
78 \var SoSFVec3f SoVRMLDirectionalLight::direction
79 The light direction.
80 */
81
82 #include <Inventor/VRMLnodes/SoVRMLDirectionalLight.h>
83
84 #include <Inventor/VRMLnodes/SoVRMLMacros.h>
85 #include <Inventor/SbColor4f.h>
86 #include <Inventor/SbVec4f.h>
87 #include <Inventor/actions/SoGLRenderAction.h>
88 #include <Inventor/elements/SoEnvironmentElement.h>
89 #include <Inventor/elements/SoGLLightIdElement.h>
90 #include <Inventor/system/gl.h>
91 #if COIN_DEBUG
92 #include <Inventor/errors/SoDebugError.h>
93 #endif // COIN_DEBUG
94
95 #include "nodes/SoSubNodeP.h"
96
97 SO_NODE_SOURCE(SoVRMLDirectionalLight);
98
99 // Doc in parent
100 void
initClass(void)101 SoVRMLDirectionalLight::initClass(void) // static
102 {
103 SO_NODE_INTERNAL_INIT_CLASS(SoVRMLDirectionalLight, SO_VRML97_NODE_TYPE);
104 }
105
106 /*!
107 Constructor.
108 */
SoVRMLDirectionalLight(void)109 SoVRMLDirectionalLight::SoVRMLDirectionalLight(void)
110 {
111 SO_VRMLNODE_INTERNAL_CONSTRUCTOR(SoVRMLDirectionalLight);
112
113 SO_VRMLNODE_ADD_EXPOSED_FIELD(direction, (0.0f, 0.0f, -1.0f));
114 }
115
116 /*!
117 Destructor.
118 */
~SoVRMLDirectionalLight()119 SoVRMLDirectionalLight::~SoVRMLDirectionalLight()
120 {
121 }
122
123 // Doc in parent
124 void
GLRender(SoGLRenderAction * action)125 SoVRMLDirectionalLight::GLRender(SoGLRenderAction * action)
126 {
127 if (!this->on.getValue()) return;
128
129 SoState * state = action->getState();
130 int idx = SoGLLightIdElement::increment(state);
131
132 if (idx < 0) {
133 #if COIN_DEBUG
134 SoDebugError::postWarning("SoDirectionalLight::GLRender",
135 "Max # of OpenGL lights exceeded :(");
136 #endif // COIN_DEBUG
137 return;
138 }
139
140 GLenum light = (GLenum) (idx + GL_LIGHT0);
141
142 SbColor4f lightcolor(0.0f, 0.0f, 0.0f, 1.0f);
143 lightcolor.setRGB(this->color.getValue());
144 lightcolor *= this->ambientIntensity.getValue();
145 glLightfv(light, GL_AMBIENT, lightcolor.getValue());
146
147 lightcolor.setRGB(this->color.getValue());
148 lightcolor *= this->intensity.getValue();
149
150 glLightfv(light, GL_DIFFUSE, lightcolor.getValue());
151 glLightfv(light, GL_SPECULAR, lightcolor.getValue());
152
153 // GL directional light is specified towards light source
154 SbVec3f dir = - this->direction.getValue();
155 dir.normalize();
156
157 // directional when w = 0.0
158 SbVec4f dirvec(dir[0], dir[1], dir[2], 0.0f);
159 glLightfv(light, GL_POSITION, dirvec.getValue());
160
161 glLightf(light, GL_SPOT_EXPONENT, 0.0);
162 glLightf(light, GL_SPOT_CUTOFF, 180.0);
163 glLightf(light, GL_CONSTANT_ATTENUATION, 1);
164 glLightf(light, GL_LINEAR_ATTENUATION, 0);
165 glLightf(light, GL_QUADRATIC_ATTENUATION, 0);
166
167 }
168
169 #endif // HAVE_VRML97
170