1 /*****************************************************************************
2  *
3  *  Copyright (C) 2003 C�dric Br�gardis <cedric.bregardis@free.fr>
4  *
5  *  This file is part of BRIQUOLO
6  *
7  *  BRIQUOLO is free software; you can redistribute it and/or modify
8  *  it under the terms of the GNU General Public License as published by
9  *  the Free Software Foundation; either version 2 of the License, or
10  *  (at your option) any later version.
11  *
12  *  BRIQUOLO is distributed in the hope that it will be useful,
13  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
14  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  *  GNU General Public License for more details.
16  *
17  *  You should have received a copy of the GNU General Public License
18  *  along with BRIQUOLO; if not, write to the Free Software
19  *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
20  *
21  *****************************************************************************/
22 #include "MOGL_Direct.h"
23 #include "MOGL_LensFlareSoleil.h"
24 
MOGL_Direct()25 MOGL_Direct::MOGL_Direct(): MOGL_Lumiere()
26 {
27   _Direction.x=1;
28   _Direction.y=1;
29   _Direction.z=1;
30   _Direction.h=0;
31 }
32 
33 
TnL(MOGL_Afficheur * p_Afficheur)34 void MOGL_Direct::TnL(MOGL_Afficheur * p_Afficheur)
35 {
36   // **** R�glage de la lumi�re ****
37   glPushMatrix();
38   _Matrice.MultiplierDansOpenGL();
39   _MatriceFinale.PrendreDeOpenGL();
40 
41   glLightfv(_NumLight,GL_DIFFUSE,(float*)&_Diffuse);
42   glLightfv(_NumLight,GL_SPECULAR,(float*)&_Specular);
43   glLightfv(_NumLight,GL_AMBIENT,(float*)&_Ambient);
44   glLightfv(_NumLight,GL_POSITION,(GLfloat *)&_Direction);
45   glEnable(_NumLight);
46 
47   MOGL_ItSet_ElementArbre it;
48   for(it=_SetElement.begin();it!=_SetElement.end();it++)
49   {
50     (*it)->TnL(p_Afficheur);
51   }
52   glPopMatrix();
53 
54   if (_ProjeterOmbre)
55   {
56     MOGL_Struct_Vecteur vec;
57     vec.x=-_Direction.x;
58     vec.y=-_Direction.y;
59     vec.z=-_Direction.z;
60     vec=_MatriceFinale.EffectuerRotationVecteur(vec);
61 
62     p_Afficheur->AjouterLumiereOmbre(vec, true);
63   }
64 }
65 
SetDirection(const MOGL_Struct_Vecteur & p_Direction)66 void MOGL_Direct::SetDirection(const MOGL_Struct_Vecteur & p_Direction)
67 {
68   float norm=sqrt(p_Direction.x*p_Direction.x+p_Direction.y*p_Direction.y+p_Direction.z*p_Direction.z);
69   _Direction.x=-p_Direction.x/norm;
70   _Direction.y=-p_Direction.y/norm;
71   _Direction.z=-p_Direction.z/norm;
72   _Direction.h=0;
73 }
74 
GetDirection() const75 const MOGL_Struct_VecteurHomogene & MOGL_Direct::GetDirection() const
76 {
77   return _Direction;
78 }
79