Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ 00021 /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ 00022 /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ 00024 /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ 00025 /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ 00026 /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ 00027 /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ 00028 /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 00029 /* */ 00030 /**************************************************************************************/ 00031 00032 #include <vlGraphics/Light.hpp> 00033 #include <vlCore/Transform.hpp> 00034 #include <vlGraphics/Camera.hpp> 00035 #include <vlCore/Log.hpp> 00036 #include <vlCore/Say.hpp> 00037 00038 using namespace vl; 00039 00040 //------------------------------------------------------------------------------ 00041 // Light 00042 //------------------------------------------------------------------------------ 00043 Light::Light() 00044 { 00045 VL_DEBUG_SET_OBJECT_NAME() 00046 mAmbient = fvec4(0,0,0,1); 00047 mDiffuse = fvec4(1,1,1,1); 00048 mSpecular = fvec4(1,1,1,1); 00049 mPosition = fvec4(0,0,0,1); 00050 mSpotDirection = fvec3(0,0,-1); 00051 mSpotExponent = 0; 00052 mSpotCutoff = 180.0f; 00053 mConstantAttenuation = 1.0f; 00054 mLinearAttenuation = 0.0f; 00055 mQuadraticAttenuation = 0.0f; 00056 mBoundTransform = NULL; 00057 mEnabled = true; 00058 } 00059 //------------------------------------------------------------------------------ 00060 void Light::apply(int index, const Camera* camera, OpenGLContext*) const 00061 { 00062 VL_CHECK_OGL() 00063 00064 if (enabled()) 00065 { 00066 glEnable (GL_LIGHT0 + index); VL_CHECK_OGL() 00067 00068 glMatrixMode(GL_MODELVIEW); 00069 glPushMatrix(); 00070 00071 // follows the given node 00072 if ( boundTransform() ) 00073 camera->applyModelViewMatrix( boundTransform()->worldMatrix() ); 00074 else 00075 { 00076 // follows the camera 00077 /*glMatrixMode(GL_MODELVIEW);*/ 00078 glLoadIdentity(); 00079 } 00080 00081 glLightfv(GL_LIGHT0+index, GL_AMBIENT, mAmbient.ptr()); 00082 glLightfv(GL_LIGHT0+index, GL_DIFFUSE, mDiffuse.ptr()); 00083 glLightfv(GL_LIGHT0+index, GL_SPECULAR, mSpecular.ptr()); 00084 glLightfv(GL_LIGHT0+index, GL_POSITION, mPosition.ptr()); 00085 00086 glLightf(GL_LIGHT0+index, GL_SPOT_CUTOFF, mSpotCutoff); 00087 00088 // if its a spot light 00089 if (mSpotCutoff != 180.0f) 00090 { 00091 VL_CHECK(mSpotCutoff>=0.0f && mSpotCutoff<=90.0f); 00092 glLightfv(GL_LIGHT0+index, GL_SPOT_DIRECTION, mSpotDirection.ptr()); 00093 glLightf(GL_LIGHT0+index, GL_SPOT_EXPONENT, mSpotExponent); 00094 } 00095 00096 // if positional or spot light compute the attenuation factors, that is 00097 // attenuation is useless of directional lights. 00098 if (mSpotCutoff != 180.0f || mPosition.w() != 0) 00099 { 00100 glLightf(GL_LIGHT0+index, GL_CONSTANT_ATTENUATION, mConstantAttenuation); 00101 glLightf(GL_LIGHT0+index, GL_LINEAR_ATTENUATION, mLinearAttenuation); 00102 glLightf(GL_LIGHT0+index, GL_QUADRATIC_ATTENUATION, mQuadraticAttenuation); 00103 } 00104 00105 /*glMatrixMode(GL_MODELVIEW);*/ 00106 glPopMatrix(); 00107 } 00108 else 00109 { 00110 glDisable(GL_LIGHT0 + index); 00111 } 00112 } 00113 //------------------------------------------------------------------------------ 00114 void Light::bindTransform(Transform* transform) 00115 { 00116 mBoundTransform = transform; 00117 } 00118 //------------------------------------------------------------------------------ 00119 Transform* Light::boundTransform() 00120 { 00121 return mBoundTransform.get(); 00122 } 00123 //------------------------------------------------------------------------------ 00124 const Transform* Light::boundTransform() const 00125 { 00126 return mBoundTransform.get(); 00127 } 00128 //------------------------------------------------------------------------------