/**************************************************************************\ * * 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 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); }