/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ /*! \class SoDirectionalLight SoDirectionalLight.h Inventor/nodes/SoDirectionalLight.h \brief The SoDirectionalLight class is a node type for specifying directional light sources. \ingroup nodes A directional light source provides a model of light sources which are at infinite distance from the geometry it illuminates, thereby having no set position and consisting of an infinite volume of parallel rays. This is of course a simplified model of far-away light sources, as "infinite distance" is impossible. The sun shining on objects on earth is a good example of something which can be modeled rather well for the most common purposes with a directional light source. See also documentation of parent class for important information regarding light sources in general. FILE FORMAT/DEFAULTS: \code DirectionalLight { on TRUE intensity 1 color 1 1 1 direction 0 0 -1 } \endcode A common thing to do with an SoDirectionalLight is to connect it to a camera, so it works in the style of a head light to that camera. This can easily be accomplished by linking an SoRotation::rotation field, influencing the light, to the SoCamera::orientation field. Here is a complete example iv-file demonstrating the technique: \verbatim #Inventor V2.1 ascii DEF mycam PerspectiveCamera { } TransformSeparator { SoRotation { rotation = USE mycam.orientation } DirectionalLight { direction 0 0 -1 } } Cube { } \endverbatim (The SoTransformSeparator is included to keep the effect of the SoRotation node within a scope where it will only influence the light, and not the geometry following the light in the scene graph.) */ // ************************************************************************* #include #ifdef HAVE_CONFIG_H #include #endif // HAVE_CONFIG_H #include #include #include #include #include #include #include #include #include #include #include // ************************************************************************* /*! \var SoSFVec3f SoDirectionalLight::direction The direction of the light source. Defaults to pointing along the negative z-axis. */ // ************************************************************************* SO_NODE_SOURCE(SoDirectionalLight); // ************************************************************************* /*! Constructor. */ SoDirectionalLight::SoDirectionalLight(void) { SO_NODE_INTERNAL_CONSTRUCTOR(SoDirectionalLight); SO_NODE_ADD_FIELD(direction, (0.0f, 0.0f, -1.0f)); } /*! Destructor. */ SoDirectionalLight::~SoDirectionalLight() { } // Doc from superclass. void SoDirectionalLight::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoDirectionalLight, SO_FROM_INVENTOR_1|SoNode::VRML1); } // ************************************************************************* // Doc from superclass. void SoDirectionalLight::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; } SoLightElement::add(state, this, SoModelMatrixElement::get(state) * SoViewingMatrixElement::get(state)); GLenum light = (GLenum) (idx + GL_LIGHT0); SbColor4f lightcolor(0.0f, 0.0f, 0.0f, 1.0f); // disable ambient contribution from this light source 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(); if (dir.normalize() == 0.0f) { #if COIN_DEBUG SoDebugError::postWarning("SoDirectionalLight::GLRender", "Direction is a null vector."); #endif // COIN_DEBUG } // 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); } // *************************************************************************