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// K-3D
// Copyright (c) 1995-2004, Timothy M. Shead
//
// Contact: tshead@k-3d.com
//
// 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; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
/** \file
\brief Implements the Light K-3D object, which encapsulates a light source within the 3D workspace
\author Timothy M. Shead (tshead@k-3d.com)
*/
#include <k3dsdk/classes.h>
#include <k3dsdk/glutility.h>
#include <k3dsdk/iapplication.h>
#include <k3dsdk/object.h>
#include <k3dsdk/persistence.h>
#include <k3dsdk/module.h>
#include <k3dsdk/property.h>
#include <k3dsdk/renderman.h>
#include <k3dsdk/transformable.h>
#include <k3dsdk/vectors.h>
#include <k3dsdk/viewport.h>
namespace libk3drenderman
{
/////////////////////////////////////////////////////////////////////////////
// light_implementation
class light_implementation :
public k3d::viewport::drawable<k3d::transformable<k3d::persistent<k3d::object> > >,
public k3d::viewport::ilight,
public k3d::ri::ilight
{
typedef k3d::viewport::drawable<k3d::transformable<k3d::persistent<k3d::object> > > base;
public:
light_implementation(k3d::idocument& Document) :
base(Document),
m_shader(k3d::init_name("shader") + k3d::init_description("Light shader [object]") + k3d::init_object_value(0) + k3d::init_document(Document)),
m_raytraced_shadows(k3d::init_name("raytraced-shadows") + k3d::init_description("Render raytraced shadows from this light [boolean]") + k3d::init_value(false) + k3d::init_document(Document))
{
enable_serialization(k3d::persistence::object_proxy(m_shader));
enable_serialization(k3d::persistence::proxy(m_raytraced_shadows));
register_property(m_shader);
register_property(m_raytraced_shadows);
m_position.changed_signal().connect(SigC::slot(*this, &light_implementation::async_redraw_all));
m_orientation.changed_signal().connect(SigC::slot(*this, &light_implementation::async_redraw_all));
m_scale.changed_signal().connect(SigC::slot(*this, &light_implementation::async_redraw_all));
}
void on_viewport_draw(const k3d::viewport::render_state& State)
{
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
glColor3d(1.0, 1.0, 1.0);
glLineWidth(1.0f);
glDisable(GL_LINE_STIPPLE);
EditorRenderPoint();
}
void on_viewport_select(const k3d::viewport::render_state& State)
{
k3d::glPushName(this);
viewport_draw(State);
k3d::glPopName();
}
void setup_viewport_light(unsigned long Light)
{
// Setup our own transformation matrix ...
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
k3d::push_opengl_matrix(matrix());
// Offset our light index ...
GLenum light = GLenum(Light + GL_LIGHT0);
// Enable the light ...
glEnable(light);
// Setup intensity / attenuation ...
double intensity = 1.0 / 1200.0;
glLightf(light, GL_CONSTANT_ATTENUATION, 0.0f);
glLightf(light, GL_LINEAR_ATTENUATION, 0.0f);
glLightf(light, GL_QUADRATIC_ATTENUATION, GLfloat(intensity));
// Setup color ...
k3d::vector3 color(1.0, 1.0, 1.0);
GLfloat glcolor[4];
glcolor[0] = (GLfloat)color[0];
glcolor[1] = (GLfloat)color[1];
glcolor[2] = (GLfloat)color[2];
glcolor[3] = 1.0f;
glLightfv(light, GL_AMBIENT, glcolor);
glLightfv(light, GL_DIFFUSE, glcolor);
glLightfv(light, GL_SPECULAR, glcolor);
/*
// Setup light based on type
if(DISTANT == m_Type.Value())
{
GLfloat gllightpos[] = { 0.0f, 0.0f, -1.0f, 0.0f };
glLightfv(light, GL_POSITION, gllightpos);
}
else if(SPOTLIGHT == m_Type.Value())
{
// Set spotlight position
GLfloat gllightpos[4];
gllightpos[0] = 0.0f;
gllightpos[1] = 0.0f;
gllightpos[2] = 0.0f;
gllightpos[3] = 1.0f;
glLightfv(light, GL_POSITION, gllightpos);
// Set spotlight angle & exponent
// glLightf(Light, GL_SPOT_CUTOFF, (GLfloat)m_Coneangle->GetValue1(time(), delta_time()));
// glLightf(Light, GL_SPOT_EXPONENT, (GLfloat)m_Spotlightfalloff->GetValue1(time(), delta_time()));
const static GLfloat lightdirection[3] = { 0.0f, 0.0f, -1.0f };
glLightfv(light, GL_SPOT_DIRECTION, lightdirection);
}
else if(POINT == m_Type.Value())
{
*/
// Set point light position
GLfloat gllightpos[4];
gllightpos[0] = 0.0f;
gllightpos[1] = 0.0f;
gllightpos[2] = 0.0f;
gllightpos[3] = 1.0f;
glLightfv(light, GL_POSITION, gllightpos);
// Make sure it doesn't become a spotlight
glLightf(light, GL_SPOT_CUTOFF, 180.0f);
/*
}
*/
glPopMatrix();
}
void setup_renderman_light(const k3d::ri::render_state& State)
{
// If this is a shadow pass, we're done ...
if(k3d::ri::SHADOW_MAP == State.render_context)
return;
// We only generate RIB on the last sample ...
if(!k3d::ri::last_sample(State))
return;
// If the user hasn't selected a shader, we're done ...
k3d::ri::ilight_shader* const shader = m_shader.interface();
if(!shader)
return;
// Make it happen ...
State.engine.RiTransformBegin();
State.engine.RiTransform(k3d::ri::convert(matrix()));
k3d::ri::parameter_list light_attributes;
light_attributes.push_back(k3d::ri::parameter("shadows", k3d::ri::UNIFORM, k3d::ri::string(m_raytraced_shadows.value() ? "on" : "off")));
State.engine.RiAttributeV("light", light_attributes);
shader->setup_renderman_light_shader(State);
State.engine.RiTransformEnd();
}
k3d::iplugin_factory& factory()
{
return get_factory();
}
static k3d::iplugin_factory& get_factory()
{
static k3d::plugin_factory<
k3d::document_plugin<light_implementation>,
k3d::interface_list<k3d::viewport::ilight,
k3d::interface_list<k3d::ri::ilight,
k3d::interface_list<k3d::itransform_source,
k3d::interface_list<k3d::itransform_sink > > > > > factory(
k3d::classes::RenderManLight(),
"RenderManLight",
"RenderMan light source",
"Objects",
k3d::iplugin_factory::STABLE);
return factory;
}
private:
void EditorRenderAmbient()
{
sdpgl::trace(__PRETTY_FUNCTION__);
EditorRenderPoint();
}
void EditorRenderPoint()
{
sdpgl::trace(__PRETTY_FUNCTION__);
// Draw a nice "furball"
glBegin(GL_LINES);
k3d::vector3 coords(0, 0, 0);
glVertex3d(coords[0] + 1.0, coords[1], coords[2]);
glVertex3d(coords[0] - 1.0, coords[1], coords[2]);
glVertex3d(coords[0], coords[1] + 1.0, coords[2]);
glVertex3d(coords[0], coords[1] - 1.0, coords[2]);
glVertex3d(coords[0], coords[1], coords[2] + 1.0);
glVertex3d(coords[0], coords[1], coords[2] - 1.0);
glVertex3d(coords[0] + 0.4, coords[1] + 0.4, coords[2] + 0.4);
glVertex3d(coords[0] - 0.4, coords[1] - 0.4, coords[2] - 0.4);
glVertex3d(coords[0] - 0.4, coords[1] + 0.4, coords[2] + 0.4);
glVertex3d(coords[0] + 0.4, coords[1] - 0.4, coords[2] - 0.4);
glVertex3d(coords[0] + 0.4, coords[1] + 0.4, coords[2] - 0.4);
glVertex3d(coords[0] - 0.4, coords[1] - 0.4, coords[2] + 0.4);
glVertex3d(coords[0] - 0.4, coords[1] + 0.4, coords[2] - 0.4);
glVertex3d(coords[0] + 0.4, coords[1] - 0.4, coords[2] + 0.4);
glEnd();
}
void EditorRenderSpotlight()
{
sdpgl::trace(__PRETTY_FUNCTION__);
GLUquadricObj* quadric = gluNewQuadric();
assert_warning(quadric);
// Draw the cone of illumination ...
// glScaled(m_CurrentWidthPlane, m_CurrentHeightPlane, m_CurrentNearPlane);
// glRotated(45.0, 0.0, 0.0, 1.0);
glScaled(1.0, 1.0, -1.0);
glTranslated(0.0, 0.0, -1.0);
gluQuadricDrawStyle(quadric, GLenum(GLU_LINE));
gluCylinder(quadric, sqrt(2.0), 0.001, 1.0, 8, 1);
gluDeleteQuadric(quadric);
// Draw the axis ...
glBegin(GL_LINES);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(0.0, 0.0, -5.0);
glEnd();
}
void EditorRenderDistant()
{
sdpgl::trace(__PRETTY_FUNCTION__);
// Draw the "tail" of our arrow ...
glBegin(GL_LINES);
glVertex3d(0, 0, 0);
glVertex3d(0, 0, -5);
glEnd();
// Draw the "head" of our arrow as a cone ...
GLUquadricObj* quadric = gluNewQuadric();
assert_warning(quadric);
gluQuadricDrawStyle(quadric, GLenum(GLU_LINE));
gluCylinder(quadric, 0.4, 0.001, 0.8, 8, 1);
gluDeleteQuadric(quadric);
}
k3d_object_property(k3d::ri::ilight_shader, k3d::immutable_name, k3d::with_undo, k3d::local_storage) m_shader;
k3d_data_property(bool, k3d::immutable_name, k3d::change_signal, k3d::with_undo, k3d::local_storage, k3d::no_constraint) m_raytraced_shadows;
};
/////////////////////////////////////////////////////////////////////////////
// light_factory
k3d::iplugin_factory& light_factory()
{
return light_implementation::get_factory();
}
} // namespace libk3drenderman
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