/**************************************************************************\ * * 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 * \**************************************************************************/ #ifdef HAVE_CONFIG_H #include #endif // HAVE_CONFIG_H #ifdef HAVE_VRML97 /*! \class SoVRMLDirectionalLight SoVRMLDirectionalLight.h Inventor/VRMLnodes/SoVRMLDirectionalLight.h \brief The SoVRMLDirectionalLight class is a node type for specifying directional light sources \ingroup VRMLnodes \WEB3DCOPYRIGHT \verbatim DirectionalLight { exposedField SFFloat ambientIntensity 0 # [0,1] exposedField SFColor color 1 1 1 # [0,1] exposedField SFVec3f direction 0 0 -1 # (-inf,inf) exposedField SFFloat intensity 1 # [0,1] exposedField SFBool on TRUE } \endverbatim The DirectionalLight node defines a directional light source that illuminates along rays parallel to a given 3-dimensional vector. A description of the ambientIntensity, color, intensity, and on fields is in 4.6.6, Light sources (). The direction field specifies the direction vector of the illumination emanating from the light source in the local coordinate system. Light is emitted along parallel rays from an infinite distance away. A directional light source illuminates only the objects in its enclosing parent group. The light may illuminate everything within this coordinate system, including all children and descendants of its parent group. The accumulated transformations of the parent nodes affect the light. DirectionalLight nodes do not attenuate with distance. A precise description of VRML's lighting equations is contained in 4.14, Lighting model (). */ /*! \var SoSFVec3f SoVRMLDirectionalLight::direction The light direction. */ #include #include #include #include #include #include #include #include #include #if COIN_DEBUG #include #endif // COIN_DEBUG SO_NODE_SOURCE(SoVRMLDirectionalLight); // Doc in parent void SoVRMLDirectionalLight::initClass(void) // static { SO_NODE_INTERNAL_INIT_CLASS(SoVRMLDirectionalLight, SO_VRML97_NODE_TYPE); } /*! Constructor. */ SoVRMLDirectionalLight::SoVRMLDirectionalLight(void) { SO_VRMLNODE_INTERNAL_CONSTRUCTOR(SoVRMLDirectionalLight); SO_VRMLNODE_ADD_EXPOSED_FIELD(direction, (0.0f, 0.0f, -1.0f)); } /*! Destructor. */ SoVRMLDirectionalLight::~SoVRMLDirectionalLight() { } // Doc in parent void SoVRMLDirectionalLight::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; } GLenum light = (GLenum) (idx + GL_LIGHT0); SbColor4f lightcolor(0.0f, 0.0f, 0.0f, 1.0f); lightcolor.setRGB(this->color.getValue()); lightcolor *= this->ambientIntensity.getValue(); 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(); dir.normalize(); // 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); } #endif // HAVE_VRML97