1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137
|
/****************************************************************************
Copyright (C) 2002-2008 Gilles Debunne. All rights reserved.
This file is part of the QGLViewer library version 2.3.4.
http://www.libqglviewer.com - contact@libqglviewer.com
This file may be used under the terms of the GNU General Public License
versions 2.0 or 3.0 as published by the Free Software Foundation and
appearing in the LICENSE file included in the packaging of this file.
In addition, as a special exception, Gilles Debunne gives you certain
additional rights, described in the file GPL_EXCEPTION in this package.
libQGLViewer uses dual licensing. Commercial/proprietary software must
purchase a libQGLViewer Commercial License.
This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*****************************************************************************/
#include "drawLight.h"
#include <math.h>
using namespace std;
using namespace qglviewer;
void Viewer::draw()
{
float pos[4] = {1.0, 0.5, 1.0, 0.0};
// Directionnal light
glLightfv(GL_LIGHT0, GL_POSITION, pos);
pos[3] = 1.0;
// Spot light
light1->getPosition(pos[0], pos[1], pos[2]);
glLightfv(GL_LIGHT1, GL_POSITION, pos);
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, light1->inverseTransformOf(Vec(0,0,1)));
// Point light
light2->getPosition(pos[0], pos[1], pos[2]);
glLightfv(GL_LIGHT2, GL_POSITION, pos);
// Draws the spiral
const float nbSteps = 200.0;
glBegin(GL_QUAD_STRIP);
for (float i=0; i<nbSteps; ++i)
{
float ratio = i/nbSteps;
float angle = 21.0*ratio;
float c = cos(angle);
float s = sin(angle);
float r1 = 1.0 - 0.8*ratio;
float r2 = 0.8 - 0.8*ratio;
float alt = ratio - 0.5;
const float nor = .5;
const float up = sqrt(1.0-nor*nor);
glColor3f(1-ratio, 0.2f , ratio);
glNormal3f(nor*c, up, nor*s);
glVertex3f(r1*c, alt, r1*s);
glVertex3f(r2*c, alt+0.05, r2*s);
}
glEnd();
drawLight(GL_LIGHT0);
if (light1->grabsMouse())
drawLight(GL_LIGHT1, 1.2f);
else
drawLight(GL_LIGHT1);
if (light2->grabsMouse())
drawLight(GL_LIGHT2, 1.2f);
else
drawLight(GL_LIGHT2);
}
void Viewer::init()
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Light0 is the default ambient light
glEnable(GL_LIGHT0);
// Light1 is a spot light
glEnable(GL_LIGHT1);
const GLfloat light_ambient[4] = {0.8f, 0.2f, 0.2f, 1.0};
const GLfloat light_diffuse[4] = {1.0, 0.4f, 0.4f, 1.0};
const GLfloat light_specular[4] = {1.0, 0.0, 0.0, 1.0};
glLightf( GL_LIGHT1, GL_SPOT_EXPONENT, 3.0);
glLightf( GL_LIGHT1, GL_SPOT_CUTOFF, 20.0);
glLightf( GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.5);
glLightf( GL_LIGHT1, GL_LINEAR_ATTENUATION, 1.0);
glLightf( GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 1.5);
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
// Light2 is a classical directionnal light
glEnable(GL_LIGHT2);
const GLfloat light_ambient2[4] = {0.2f, 0.2f, 2.0, 1.0};
const GLfloat light_diffuse2[4] = {0.8f, 0.8f, 1.0, 1.0};
const GLfloat light_specular2[4] = {0.0, 0.0, 1.0, 1.0};
glLightfv(GL_LIGHT2, GL_AMBIENT, light_ambient2);
glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular2);
glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse2);
light1 = new ManipulatedFrame();
light2 = new ManipulatedFrame();
setMouseTracking(true);
light1->setPosition(0.5, 0.5, 0);
// Align z axis with -position direction : look at scene center
light1->setOrientation(Quaternion(Vec(0,0,1), -light1->position()));
light2->setPosition(-0.5, 0.5, 0);
restoreStateFromFile();
help();
}
QString Viewer::helpString() const
{
QString text("<h2>D r a w L i g h t</h2>");
text += "The <i>drawLight()</i> function displays a representation of the OpenGL lights ";
text += "of your scene. This is convenient for debugging your light setup.<br><br>";
text += "This scene features a directionnal ligth (arrow), a spot light (cone) and a point ";
text += "light source (sphere). The representation color, position and shape matches the light setup.<br><br>";
text += "Hover over the point light or the spot light to manipulate it using the mouse (right ";
text += "button translates and left button rotates).";
return text;
}
|