/**************************************************************************\
*
* This file is part of the Coin 3D visualization library.
* Copyright (C) 1998-2007 by Systems in Motion. All rights reserved.
*
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* See the file LICENSE.GPL at the root directory of this source
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*
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*
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*
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\**************************************************************************/
/*!
\class SoSpotLight SoSpotLight.h Inventor/nodes/SoSpotLight.h
\brief The SoSpotLight class is a node type for light sources with a cone shaped lightvolume.
\ingroup nodes
Spotlights are light sources with a position and a direction. They
can be thought of as a pointlight with a lampshade.
See also documentation of parent class for important information
regarding light sources in general.
FILE FORMAT/DEFAULTS:
\code
SpotLight {
on TRUE
intensity 1
color 1 1 1
location 0 0 1
direction 0 0 -1
dropOffRate 0
cutOffAngle 0.78539819
}
\endcode
\sa SoSpotLight
*/
// *************************************************************************
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#ifdef HAVE_CONFIG_H
#include
#endif // HAVE_CONFIG_H
#include
// *************************************************************************
/*!
\var SoSFVec3f SoSpotLight::location
3D position of light source. Default position is <0, 0, 1>.
*/
/*!
\var SoSFVec3f SoSpotLight::direction
Direction vector, where the light is pointing. Default is to point
along the negative z-axis.
*/
/*!
\var SoSFFloat SoSpotLight::dropOffRate
The rate of intensity drop-off from the ray along the direction
vector. Value must be between 0.0 (equal intensity for the whole
cone of light), to 1.0 (a narrow intensity ray).
Default value is 0.0.
*/
/*!
\var SoSFFloat SoSpotLight::cutOffAngle
The angle in radians from the direction vector where there will be
no light outside (i.e. the angle of the "lampshade"). Default value
is PI/4.0 (i.e. 45°).
*/
// *************************************************************************
SO_NODE_SOURCE(SoSpotLight);
// *************************************************************************
/*!
Constructor.
*/
SoSpotLight::SoSpotLight(void)
{
SO_NODE_INTERNAL_CONSTRUCTOR(SoSpotLight);
SO_NODE_ADD_FIELD(location, (0.0f, 0.0f, 1.0f));
SO_NODE_ADD_FIELD(direction, (0.0f, 0.0f, -1.0f));
SO_NODE_ADD_FIELD(dropOffRate, (0.0f));
SO_NODE_ADD_FIELD(cutOffAngle, (float(M_PI)/4.0f));
}
/*!
Destructor.
*/
SoSpotLight::~SoSpotLight()
{
}
// Doc in superclass.
void
SoSpotLight::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoSpotLight, SO_FROM_INVENTOR_1|SoNode::VRML1);
}
// Doc in superclass.
void
SoSpotLight::GLRender(SoGLRenderAction * action)
{
if (!this->on.getValue()) return;
SoState * state = action->getState();
int idx = SoGLLightIdElement::increment(state);
if (idx < 0) {
#if COIN_DEBUG
SoDebugError::post("SoSpotLight::GLRender()",
"Max # lights exceeded :(\n");
#endif // COIN_DEBUG
return;
}
SoLightElement::add(state, this, SoModelMatrixElement::get(state) *
SoViewingMatrixElement::get(state));
GLenum light = (GLenum) (idx + GL_LIGHT0);
SbVec3f attenuation = SoEnvironmentElement::getLightAttenuation(state);
glLightf(light, GL_QUADRATIC_ATTENUATION, attenuation[0]);
glLightf(light, GL_LINEAR_ATTENUATION, attenuation[1]);
glLightf(light, GL_CONSTANT_ATTENUATION, attenuation[2]);
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());
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());
glLightfv(light, GL_SPOT_DIRECTION, this->direction.getValue().getValue());
float cutoff = this->cutOffAngle.getValue() * 180.0f / float(M_PI);
float dropoff = this->dropOffRate.getValue() * 128.0f;
glLightf(light, GL_SPOT_EXPONENT, dropoff);
glLightf(light, GL_SPOT_CUTOFF, cutoff);
}