File: cameraLight.html

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
  <title>libQGLViewer cameraLight example</title>
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<h1>The cameraLight example</h1>

<center>
  <img src="../images/cameraLight.jpg" width="330" height="228" alt="cameraLight"/>
</center>

<p>
 This example shows how to position a GL_LIGHT on the camera.
</p>
<p>
 A spot light position and direction are set so that they always match the
 camera's current setup. 
</p>
<p>
 This is done using the <code>camera->position()</code> and <code>camera->viewDirection()</code>
 methods which return values expressed in the world coordinates system.
</p>
<h2>cameraLight.h</h2>
<pre>
#include &lt;QGLViewer/qglviewer.h&gt;

class Viewer : public QGLViewer
{
protected :
  virtual void draw();
  virtual void init();
  virtual QString helpString() const;

private :
  virtual void drawSpiral();
};
</pre>


<h2>cameraLight.cpp</h2>
<pre>
#include "cameraLight.h"

using namespace std;
using namespace qglviewer;

void Viewer::draw()
{
	// Place light at camera position
	const Vec cameraPos = camera()-&gt;position();
	const GLfloat pos[4] = {cameraPos[0], cameraPos[1], cameraPos[2], 1.0};
	glLightfv(GL_LIGHT1, GL_POSITION, pos);

	// Orientate light along view direction
	glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, camera()-&gt;viewDirection());

	drawSpiral();
}

// Draws a spiral
void Viewer::drawSpiral()
{
	const float nbSteps = 1000.0;

	glBegin(GL_QUAD_STRIP);
	for (int i=0; i&lt;nbSteps; ++i)
	{
		const float ratio = i/nbSteps;
		const float angle = 21.0*ratio;
		const float c = cos(angle);
		const float s = sin(angle);
		const float r1 = 1.0 - 0.8f*ratio;
		const float r2 = 0.8f - 0.8f*ratio;
		const float alt = ratio - 0.5f;
		const float nor = 0.5f;
		const float up = sqrt(1.0-nor*nor);
		glColor3f(1.0-ratio, 0.2f , ratio);
		glNormal3f(nor*c, up, nor*s);
		glVertex3f(r1*c, alt, r1*s);
		glVertex3f(r2*c, alt+0.05f, r2*s);
	}
	glEnd();
}

void Viewer::init()
{
	// Light setup
	glDisable(GL_LIGHT0);
	glEnable(GL_LIGHT1);

	// Light default parameters
	const GLfloat light_ambient[4]  = {1.0, 1.0, 1.0, 1.0};
	const GLfloat light_specular[4] = {1.0, 1.0, 1.0, 1.0};
	const GLfloat light_diffuse[4]  = {1.0, 1.0, 1.0, 1.0};

	glLightf( GL_LIGHT1, GL_SPOT_EXPONENT, 3.0);
	glLightf( GL_LIGHT1, GL_SPOT_CUTOFF,   10.0);
	glLightf( GL_LIGHT1, GL_CONSTANT_ATTENUATION,  0.1f);
	glLightf( GL_LIGHT1, GL_LINEAR_ATTENUATION,    0.3f);
	glLightf( GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.3f);
	glLightfv(GL_LIGHT1, GL_AMBIENT,  light_ambient);
	glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
	glLightfv(GL_LIGHT1, GL_DIFFUSE,  light_diffuse);

	// Restore previous viewer state.
	restoreStateFromFile();

	// Opens help window
	help();
}

QString Viewer::helpString() const
{
	QString text("&lt;h2&gt;C a m e r a L i g h t&lt;/h2&gt;");
	text += "See the &lt;b&gt;Mouse&lt;/b&gt; tab and the documentation web pages for details.&lt;br&gt;&lt;br&gt;";
	text += "Press &lt;b&gt;Escape&lt;/b&gt; to exit the viewer.";
	return text;
}
</pre>


<h2>main.cpp</h2>
<pre>
#include "cameraLight.h"
#include &lt;qapplication.h&gt;

int main(int argc, char** argv)
{
  // Read command lines arguments.
  QApplication application(argc,argv);

  // Instantiate the viewer.
  Viewer viewer;

  viewer.setWindowTitle("cameraLight");

  // Make the viewer window visible on screen.
  viewer.show();

  // Run main loop.
  return application.exec();
}
</pre>



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<i>Last modified on Wednesday, June 24, 2015.</i>
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