/* * NodeDirectionalLight.cpp * * Copyright (C) 1999 Stephen F. White * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program (see the file "COPYING" for details); if * not, write to the Free Software Foundation, Inc., 675 Mass Ave, * Cambridge, MA 02139, USA. */ #include #include "stdafx.h" #include "NodeDirectionalLight.h" #include "Scene.h" #include "Proto.h" #include "FieldValue.h" #include "SFFloat.h" #include "SFVec3f.h" #include "SFBool.h" #include "SFColor.h" #include "Node.h" #include "ExposedField.h" ProtoDirectionalLight::ProtoDirectionalLight(Scene *scene) : Proto(scene, "DirectionalLight") { ambientIntensity.set( addExposedField(SFFLOAT, "ambientIntensity", new SFFloat(0.0f), new SFFloat(0.0f), new SFFloat(1.0f))); color.set( addExposedField(SFCOLOR, "color", new SFColor(1.0f, 1.0f, 1.0f))); direction.set( addExposedField(SFVEC3F, "direction", new SFVec3f(0.0f, 0.0f, -1.0f))); intensity.set( addExposedField(SFFLOAT, "intensity", new SFFloat(1.0f), new SFFloat(0.0f), new SFFloat(1.0f))); on.set( addExposedField(SFBOOL, "on", new SFBool(true))); } Node * ProtoDirectionalLight::create(Scene *scene) { return new NodeDirectionalLight(scene, this); } NodeDirectionalLight::NodeDirectionalLight(Scene *scene, Proto *def) : Node(scene, def) { } void NodeDirectionalLight::bind() { const float *fcolor = color()->getValue(); const float *fdirection = direction()->getValue(); float ambientColor[4], diffuseColor[4]; float pos[4]; for (int i = 0; i < 3; i++) { ambientColor[i] = fcolor[i] * ambientIntensity()->getValue(); diffuseColor[i] = fcolor[i] * intensity()->getValue(); pos[i] = -fdirection[i]; } ambientColor[3] = diffuseColor[3] = 1.0f; pos[3] = 0.0f; if (on()->getValue()) { _light = (GLenum) _scene->allocateLight(); glLightfv(_light, GL_AMBIENT, ambientColor); glLightfv(_light, GL_DIFFUSE, diffuseColor); glLightfv(_light, GL_POSITION, pos); glLightfv(_light, GL_SPECULAR, diffuseColor); glLightf(_light, GL_SPOT_CUTOFF, 180.0f); glLightf(_light, GL_SPOT_EXPONENT, 0.0f); glLightf(_light, GL_CONSTANT_ATTENUATION, 1.0f); glLightf(_light, GL_LINEAR_ATTENUATION, 0.0f); glLightf(_light, GL_QUADRATIC_ATTENUATION, 0.0f); glEnable(_light); } } void NodeDirectionalLight::unbind() { if (on()->getValue()) { glDisable(_light); _scene->freeLight(); } }