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