Source

Coin / src / vrml97 / PointLight.cpp

Peder Blekken a78b2c9 
Marius Kintel 3ba6b41 




























Peder Blekken a78b2c9 

Lars J. Aas 94c1d19 





Peder Blekken a78b2c9 


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Morten Eriksen aa39f96 
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Morten Eriksen aa39f96 
Peder Blekken b092bcb 
Peder Blekken a78b2c9 

















Lars J. Aas 92263e4 
Peder Blekken a78b2c9 







Lars J. Aas 92263e4 
Peder Blekken a78b2c9 
Lars J. Aas 92263e4 
Peder Blekken a78b2c9 














kristian a3a5361 
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Peder Blekken c68b0e4 
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Lars J. Aas 94c1d19 
/**************************************************************************\
 * 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 <config.h>
#endif // HAVE_CONFIG_H

#ifdef HAVE_VRML97

/*!
  \class SoVRMLPointLight SoVRMLPointLight.h Inventor/VRMLnodes/SoVRMLPointLight.h
  \brief The SoVRMLPointLight class is used to represent a point light.
  \ingroup VRMLnodes

  \WEB3DCOPYRIGHT

  \verbatim
  PointLight {
    exposedField SFFloat ambientIntensity  0       # [0,1]
    exposedField SFVec3f attenuation       1 0 0   # [0, inf)
    exposedField SFColor color             1 1 1   # [0,1]
    exposedField SFFloat intensity         1       # [0,1]
    exposedField SFVec3f location          0 0 0   # (-inf, inf)
    exposedField SFBool  on                TRUE
    exposedField SFFloat radius            100     # [0, inf)
  }
  \endverbatim

  The PointLight node specifies a point light source at a 3D location
  in the local coordinate system. A point light source emits light
  equally in all directions; that is, it is
  omnidirectional. PointLight nodes are specified in the local
  coordinate system and are affected by ancestor transformations.
  Subclause 4.6.6, Light sources
  (<http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.6.6>),
  contains a detailed description of the ambientIntensity, color, and
  intensity fields.

  A PointLight node illuminates geometry within radius metres of its
  location. Both \e radius and \e location are affected by ancestors'
  transformations (scales affect \e radius and transformations affect
  \e location). 
  
  The \e radius field shall be greater than or equal to zero.
  PointLight node's illumination falls off with distance as specified
  by three attenuation coefficients. The attenuation factor is 1/
  max(attenuation[0] + attenuation[1]�r + attenuation[2]�r2, 1), where
  r is the distance from the light to the surface being illuminated.
  The default is no attenuation. An attenuation value of (0, 0, 0) is
  identical to (1, 0, 0). Attenuation values shall be greater than or
  equal to zero. A detailed description of VRML's lighting equations
  is contained in 4.14, Lighting model
  (<http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.14>).

*/

/*!
  \var SoSFVec3f SoVRMLPointLight::location
  Point light position.
*/

/*!
  \var SoSFFloat SoVRMLPointLight::radius
  Radius of point light.
*/

/*!
  \var SoSFVec3f SoVRMLPointLight::attenuation
  The point light attenuation.
*/

#include <Inventor/VRMLnodes/SoVRMLPointLight.h>

#include <Inventor/VRMLnodes/SoVRMLMacros.h>
#include <Inventor/SbColor4f.h>
#include <Inventor/SbVec4f.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/elements/SoGLLightIdElement.h>
#if COIN_DEBUG
#include <Inventor/errors/SoDebugError.h>
#endif // COIN_DEBUG
#include <Inventor/system/gl.h>

#include "nodes/SoSubNodeP.h"

SO_NODE_SOURCE(SoVRMLPointLight);

// doc in parent
void
SoVRMLPointLight::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoVRMLPointLight, SO_VRML97_NODE_TYPE);
}

/*!
  Constructor.
*/
SoVRMLPointLight::SoVRMLPointLight(void)
{
  SO_VRMLNODE_INTERNAL_CONSTRUCTOR(SoVRMLPointLight);

  SO_VRMLNODE_ADD_EXPOSED_FIELD(location, (0.0f, 0.0f, 0.0f));
  SO_VRMLNODE_ADD_EXPOSED_FIELD(radius, (100.0f));
  SO_VRMLNODE_ADD_EXPOSED_FIELD(attenuation, (1.0f, 0.0f, 0.0f));
}

/*!
  Destructor.
*/
SoVRMLPointLight::~SoVRMLPointLight()
{
}

// Doc in parent
void
SoVRMLPointLight::GLRender(SoGLRenderAction * action)
{
  if (!this->on.getValue()) return;

  int idx = SoGLLightIdElement::increment(action->getState());

  if (idx < 0) {
#if COIN_DEBUG
    SoDebugError::post("SoVRMLPointLight::GLRender()",
                       "Max # lights exceeded :(");
#endif // COIN_DEBUG
    return;
  }

  GLenum light = (GLenum) (idx + GL_LIGHT0);

  SbVec3f att = this->attenuation.getValue();
  glLightf(light, GL_CONSTANT_ATTENUATION, att[0]);
  glLightf(light, GL_LINEAR_ATTENUATION, att[1]);
  glLightf(light, GL_QUADRATIC_ATTENUATION, att[2]);

  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());

  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);

  // FIXME: consider radius
}

#endif // HAVE_VRML97