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// K-3D
// Copyright (c) 1995-2005, 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
\author Timothy M. Shead (tshead@k-3d.com)
*/
#include <k3d-i18n-config.h>
#include <k3dsdk/classes.h>
#include <k3dsdk/document_plugin_factory.h>
#include <k3dsdk/ilight_gl.h>
#include <k3dsdk/ilight_ri.h>
#include <k3dsdk/ilight_shader_ri.h>
#include <k3dsdk/node.h>
#include <k3dsdk/property.h>
#include <k3dsdk/render_state_ri.h>
#include <k3dsdk/renderable_gl.h>
#include <k3dsdk/renderable_ri.h>
#include <k3dsdk/selection.h>
#include <k3dsdk/transformable.h>
#include <k3dsdk/vectors.h>
namespace libk3drenderman
{
/////////////////////////////////////////////////////////////////////////////
// light
class light :
public k3d::gl::renderable<k3d::transformable<k3d::node > >,
public k3d::gl::ilight,
public k3d::ri::ilight
{
typedef k3d::gl::renderable<k3d::transformable<k3d::node > > base;
public:
light(k3d::iplugin_factory& Factory, k3d::idocument& Document) :
base(Factory, Document),
m_shader(init_owner(*this) + init_name("shader") + init_label(_("Shader")) + init_description(_("Light shader")) + init_value<k3d::ri::ilight_shader*>(0))
{
m_input_matrix.changed_signal().connect(make_async_redraw_slot());
}
void on_gl_draw(const k3d::gl::render_state& State)
{
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
k3d::gl::color3d(State.node_selection ? k3d::color(1, 1, 1) : k3d::color(1, 1, 0));
glLineWidth(1.0f);
glDisable(GL_LINE_STIPPLE);
draw();
}
void on_gl_select(const k3d::gl::render_state& State, const k3d::gl::selection_state& SelectState)
{
k3d::gl::push_selection_token(this);
draw();
k3d::gl::pop_selection_token();
}
void draw()
{
glBegin(GL_LINES);
k3d::point3 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 setup_gl_light(const unsigned long Light)
{
// Setup our own transformation matrix ...
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
k3d::gl::push_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::point3 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);
GLfloat gllightpos[4];
gllightpos[0] = 0.0f;
gllightpos[1] = 0.0f;
gllightpos[2] = 0.0f;
gllightpos[3] = 1.0f;
glLightfv(light, GL_POSITION, gllightpos);
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.pipeline_value();
if(!shader)
return;
// Make it happen ...
State.stream.RiTransformBegin();
State.stream.RiTransform(k3d::ri::convert(matrix()));
k3d::ri::set_attributes(*this, State.stream);
shader->setup_renderman_light_shader(State);
State.stream.RiTransformEnd();
}
static k3d::iplugin_factory& get_factory()
{
static k3d::document_plugin_factory<light,
k3d::interface_list<k3d::gl::ilight,
k3d::interface_list<k3d::ri::ilight,
k3d::interface_list<k3d::imatrix_source,
k3d::interface_list<k3d::imatrix_sink > > > > > factory(
k3d::classes::RenderManLight(),
"RenderManLight",
_("RenderMan light source"),
"RenderMan Light",
k3d::iplugin_factory::STABLE);
return factory;
}
private:
k3d_data(k3d::ri::ilight_shader*, immutable_name, change_signal, with_undo, node_storage, no_constraint, node_property, node_serialization) m_shader;
};
/////////////////////////////////////////////////////////////////////////////
// light_factory
k3d::iplugin_factory& light_factory()
{
return light::get_factory();
}
} // namespace libk3drenderman
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