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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkOpenGLLight.cxx,v $
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkOpenGLLight.h"
#include "vtkOpenGLRenderer.h"
#include "vtkObjectFactory.h"
#include "vtkMatrix4x4.h"
#ifndef VTK_IMPLEMENT_MESA_CXX
# include "vtkOpenGL.h"
#endif
#include <math.h>
#ifndef VTK_IMPLEMENT_MESA_CXX
vtkCxxRevisionMacro(vtkOpenGLLight, "$Revision: 1.23 $");
vtkStandardNewMacro(vtkOpenGLLight);
#endif
// Implement base class method.
void vtkOpenGLLight::Render(vtkRenderer *vtkNotUsed(ren),int light_index)
{
float dx, dy, dz;
float color[4];
float Info[4];
vtkMatrix4x4 *xform = NULL;
// get required info from light
dx = this->FocalPoint[0] - this->Position[0];
dy = this->FocalPoint[1] - this->Position[1];
dz = this->FocalPoint[2] - this->Position[2];
if(this->TransformMatrix != NULL)
{
xform = vtkMatrix4x4::New();
xform->DeepCopy(this->TransformMatrix);
xform->Transpose();
// code assumes that we're already in GL_MODELVIEW matrix mode
glPushMatrix();
glMultMatrixd(xform->Element[0]);
}
color[0] = this->Intensity * this->AmbientColor[0];
color[1] = this->Intensity * this->AmbientColor[1];
color[2] = this->Intensity * this->AmbientColor[2];
color[3] = 1.0;
glLightfv((GLenum)light_index, GL_AMBIENT, color);
color[0] = this->Intensity * this->DiffuseColor[0];
color[1] = this->Intensity * this->DiffuseColor[1];
color[2] = this->Intensity * this->DiffuseColor[2];
glLightfv((GLenum)light_index, GL_DIFFUSE, color);
color[0] = this->Intensity * this->SpecularColor[0];
color[1] = this->Intensity * this->SpecularColor[1];
color[2] = this->Intensity * this->SpecularColor[2];
glLightfv((GLenum)light_index, GL_SPECULAR, color);
// define the light source
if (!this->Positional)
{
Info[0] = -dx;
Info[1] = -dy;
Info[2] = -dz;
Info[3] = 0.0;
glLightf((GLenum)light_index, GL_SPOT_EXPONENT, 0);
glLightf((GLenum)light_index, GL_SPOT_CUTOFF, 180);
glLightfv((GLenum)light_index, GL_POSITION, Info );
}
else
{
// specify position and attenuation
Info[0] = this->Position[0];
Info[1] = this->Position[1];
Info[2] = this->Position[2];
Info[3] = 1.0;
glLightfv((GLenum)light_index, GL_POSITION, Info );
glLightf((GLenum)light_index,
GL_CONSTANT_ATTENUATION, this->AttenuationValues[0]);
glLightf((GLenum)light_index,
GL_LINEAR_ATTENUATION, this->AttenuationValues[1]);
glLightf((GLenum)light_index,
GL_QUADRATIC_ATTENUATION, this->AttenuationValues[2]);
// set up spot parameters if neccesary
if (this->ConeAngle < 180.0)
{
Info[0] = dx;
Info[1] = dy;
Info[2] = dz;
glLightfv((GLenum)light_index, GL_SPOT_DIRECTION, Info );
glLightf((GLenum)light_index, GL_SPOT_EXPONENT, this->Exponent);
glLightf((GLenum)light_index, GL_SPOT_CUTOFF, this->ConeAngle);
}
else
{
glLighti((GLenum)light_index, GL_SPOT_CUTOFF, 180);
}
}
if(this->TransformMatrix != NULL)
{
glPopMatrix();
xform->Delete();
}
}
//----------------------------------------------------------------------------
void vtkOpenGLLight::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}
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