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126 lines
3.8 KiB
C++
126 lines
3.8 KiB
C++
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1 month ago
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/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkOpenGLLight.cxx
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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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#include "vtkOpenGLError.h"
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#include "vtkOpenGL.h"
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#include <cmath>
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vtkStandardNewMacro(vtkOpenGLLight);
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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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vtkOpenGLClearErrorMacro();
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float color[4];
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float info[4];
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// get required info from light
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float dx = this->FocalPoint[0] - this->Position[0];
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float dy = this->FocalPoint[1] - this->Position[1];
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float dz = this->FocalPoint[2] - this->Position[2];
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if (this->TransformMatrix)
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{
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double mat[16];
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vtkMatrix4x4::Transpose(*this->TransformMatrix->Element, mat);
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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(mat);
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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.f;
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glLightfv(static_cast<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(static_cast<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(static_cast<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.f;
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glLightf(static_cast<GLenum>(light_index), GL_SPOT_EXPONENT, 0.f);
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glLightf(static_cast<GLenum>(light_index), GL_SPOT_CUTOFF, 180.f);
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glLightfv(static_cast<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.f;
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glLightfv(static_cast<GLenum>(light_index), GL_POSITION, info);
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glLightf(static_cast<GLenum>(light_index),
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GL_CONSTANT_ATTENUATION, this->AttenuationValues[0]);
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glLightf(static_cast<GLenum>(light_index),
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GL_LINEAR_ATTENUATION, this->AttenuationValues[1]);
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glLightf(static_cast<GLenum>(light_index),
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GL_QUADRATIC_ATTENUATION, this->AttenuationValues[2]);
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// set up spot parameters if necessary
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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(static_cast<GLenum>(light_index), GL_SPOT_DIRECTION, info);
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glLightf(static_cast<GLenum>(light_index), GL_SPOT_EXPONENT,
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this->Exponent);
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glLightf(static_cast<GLenum>(light_index), GL_SPOT_CUTOFF,
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this->ConeAngle);
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}
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else
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{
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glLighti(static_cast<GLenum>(light_index), GL_SPOT_CUTOFF, 180);
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}
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}
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if (this->TransformMatrix)
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{
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glPopMatrix();
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}
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vtkOpenGLCheckErrorMacro("failed after Render");
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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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