/**************************************************************************\ * * 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 SoLight SoLight.h Inventor/nodes/SoLight.h \brief The SoLight class is the base class for light emitting nodes. \ingroup nodes This node type is abstract and does not in itself provide any light sources to the scene, you need to use one of its subclasses. There are a few important things to know about light sources in Coin. First of all, the more light sources you have in your scene, the slower the rendering will be. The impact on rendering speed is highly dependent on the graphics hardware and/or rendering subsystem software implementation (i.e. how optimized an OpenGL you or your users are running), but it could be severe. Another issue which is important to know is that OpenGL rendering engines usually have a fixed maximum number of available light sources which can be present in the state at the same time. If you reach the maximum number, further light sources will simply be ignored. The maximum number of light sources for OpenGL rendering can be found by using: \code #include #include // ...[snip]... int nrlights = SoGLLightIdElement::getMaxGLSources(); \endcode If you are clever with how you use light sources, you can get away with using a lot more lights in a scene graph than the max available from the rendering system. This is because light sources are stacked on the traversal state, just like other appearance data. So if you put light sources under SoSeparator nodes, they will be popped off and "forgotten" for the remaining geometry of the scene graph after the subgraph below an SoSeparator has been traversed. */ #include #include #include #include #include #include #include #include #include /*! \var SoSFBool SoLight::on Whether light source should be on or off. The on-flag defaults to \c TRUE. */ /*! \var SoSFFloat SoLight::intensity Intensity of light source. This decides how much the light source should affect the colors etc of the scene geometry. Valid range is 0.0 (none) to 1.0 (maximum). Default value is 1.0. */ /*! \var SoSFColor SoLight::color Color of light source. Default is an all-white light source. */ SO_NODE_ABSTRACT_SOURCE(SoLight); /*! Constructor. */ SoLight::SoLight(void) { SO_NODE_INTERNAL_CONSTRUCTOR(SoLight); SO_NODE_ADD_FIELD(on, (TRUE)); SO_NODE_ADD_FIELD(intensity, (1.0f)); SO_NODE_ADD_FIELD(color, (SbColor(1.0f, 1.0f, 1.0f))); } /*! Destructor. */ SoLight::~SoLight() { } // Doc from superclass. void SoLight::initClass(void) { SO_NODE_INTERNAL_INIT_ABSTRACT_CLASS(SoLight, SO_FROM_INVENTOR_1); SO_ENABLE(SoGLRenderAction, SoLightAttenuationElement); SO_ENABLE(SoGLRenderAction, SoGLLightIdElement); SO_ENABLE(SoGLRenderAction, SoLightElement); SO_ENABLE(SoCallbackAction, SoLightAttenuationElement); SO_ENABLE(SoCallbackAction, SoLightElement); } // Doc from superclass. void SoLight::callback(SoCallbackAction * action) { SoState * state = action->getState(); SoLightElement::add(state, this, (SoModelMatrixElement::get(state) * SoViewingMatrixElement::get(state))); }