/**************************************************************************\ * * 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 SoEnvironment SoEnvironment.h Inventor/nodes/SoEnvironment.h \brief The SoEnvironment class is a node for specifying global rendering parameters. \ingroup nodes This node type provides the application programmer with the ability to set global parameters influencing lighting and fog. FILE FORMAT/DEFAULTS: \code Environment { ambientIntensity 0.2 ambientColor 1 1 1 attenuation 0 0 1 fogType NONE fogColor 1 1 1 fogVisibility 0 } \endcode */ // ************************************************************************* #include #include #include #include #include #include // ************************************************************************* /*! \enum SoEnvironment::FogType Enumeration of available types of fog. */ /*! \var SoEnvironment::FogType SoEnvironment::NONE No fog. Visibility will be equal for all objects, independent of distance to camera. */ /*! \var SoEnvironment::FogType SoEnvironment::HAZE Fog where visibility will decrease linearly with distance to camera. */ /*! \var SoEnvironment::FogType SoEnvironment::FOG Fog where visibility will decrease exponentially with distance to camera. */ /*! \var SoEnvironment::FogType SoEnvironment::SMOKE Fog where visibility will decrease exponentially with the square of the distance to camera (simulating really thick fog). */ /*! \var SoSFFloat SoEnvironment::ambientIntensity A global ambient value for the light intensity for the complete scene. This will provide some light even when there are no light sources defined for the scene. Valid values is from 0.0 (no ambient light) to 1.0 (full ambient light intensity). Default value is 0.2. */ /*! \var SoSFColor SoEnvironment::ambientColor The color of the global ambient light. Defaults to full intensity white, ie <1.0, 1.0, 1.0>. Each component of this RGB vector is multiplied with the scalar value of SoEnvironment::ambientIntensity. */ /*! \var SoSFVec3f SoEnvironment::attenuation Light attenuation coefficients. */ /*! \var SoSFEnum SoEnvironment::fogType The fog model. See SoEnvironment::FoType. */ /*! \var SoSFColor SoEnvironment::fogColor Color of fog. Defaults to full intensity white. */ /*! \var SoSFFloat SoEnvironment::fogVisibility The "cut-off" distance from the camera where objects will be totally obscured by fog. If set to 0.0, the far plane distance will be used instead. Default value is 0.0. */ // ************************************************************************* SO_NODE_SOURCE(SoEnvironment); /*! Constructor. */ SoEnvironment::SoEnvironment() { SO_NODE_INTERNAL_CONSTRUCTOR(SoEnvironment); SO_NODE_ADD_FIELD(ambientIntensity, (0.2f)); SO_NODE_ADD_FIELD(ambientColor, (1.0f, 1.0f, 1.0f)); SO_NODE_ADD_FIELD(attenuation, (0.0f, 0.0f, 1.0f)); SO_NODE_ADD_FIELD(fogType, (SoEnvironment::NONE)); SO_NODE_ADD_FIELD(fogColor, (1.0f, 1.0f, 1.0f)); SO_NODE_ADD_FIELD(fogVisibility, (0.0f)); SO_NODE_DEFINE_ENUM_VALUE(FogType, NONE); SO_NODE_DEFINE_ENUM_VALUE(FogType, HAZE); SO_NODE_DEFINE_ENUM_VALUE(FogType, FOG); SO_NODE_DEFINE_ENUM_VALUE(FogType, SMOKE); SO_NODE_SET_SF_ENUM_TYPE(fogType, FogType); } /*! Destructor. */ SoEnvironment::~SoEnvironment() { } // Doc from superclass. void SoEnvironment::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoEnvironment, SO_FROM_INVENTOR_2_0); SO_ENABLE(SoGLRenderAction, SoGLEnvironmentElement); SO_ENABLE(SoCallbackAction, SoEnvironmentElement); SO_ENABLE(SoGLRenderAction, SoLightAttenuationElement); SO_ENABLE(SoCallbackAction, SoLightAttenuationElement); } // Doc from superclass. void SoEnvironment::GLRender(SoGLRenderAction * action) { SoLightAttenuationElement::set(action->getState(), this, this->attenuation.getValue()); SoEnvironmentElement::set(action->getState(), this, this->ambientIntensity.getValue(), this->ambientColor.getValue(), this->attenuation.getValue(), (int32_t)fogType.getValue(), this->fogColor.getValue(), this->fogVisibility.getValue()); } // Doc from superclass. void SoEnvironment::callback(SoCallbackAction *action) { SoLightAttenuationElement::set(action->getState(), this, this->attenuation.getValue()); SoEnvironmentElement::set(action->getState(), this, this->ambientIntensity.getValue(), this->ambientColor.getValue(), this->attenuation.getValue(), (int32_t)fogType.getValue(), this->fogColor.getValue(), this->fogVisibility.getValue()); }