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Commit a5fc778d authored by Mike Kremer's avatar Mike Kremer
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Corrected behavior of light sources if in fixed mode. Nevertheless, this is still work in progress.

Removed some old unused output code (which was commented out).

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@10179 383ad7c9-94d9-4d36-a494-682f7c89f535
parent fe0c95fd
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......@@ -85,6 +85,12 @@ LightSource::LightSource()
spotDirection_ = Vec3d(0.0,0.0,-1.0);
realSpotDirection_ = Vec3d(0.0,0.0,-1.0);
// Holds initial light source position
// converted to camera coordinates
initialPosition_ = Vec4f(0.0, 0.0, 0.0, 0.0);
initialSpotDirection_ = Vec3d(0.0, 0.0, -1.0);
initialPositionInit_ = false;
spotExponent_ = 0;
spotCutoff_ = 180;
......@@ -237,8 +243,9 @@ LightNode::~LightNode() {
void LightNode::boundingBox(ACG::Vec3d& _bbMin, ACG::Vec3d& _bbMax) {
if( visualize_ && !light_.directional() ) {
_bbMin.minimize( light_.position() - Vec3d(light_.radius()*3) );
_bbMax.maximize( light_.position() + Vec3d(light_.radius()*3) );
ACG::Vec3d r(light_.realPosition_[0], light_.realPosition_[1], light_.realPosition_[2]);
_bbMin.minimize( r - Vec3d(light_.radius()*3) );
_bbMax.maximize( r + Vec3d(light_.radius()*3) );
}
}
......@@ -249,9 +256,17 @@ void LightNode::draw(GLState& _state, DrawModes::DrawMode /*_drawMode*/) {
// Visualize light node
if(visualize_ && !light_.directional()) {
// Get initial camera coords of light if in fixed
// mode and if they haven't been computed yet
if(light_.fixedPosition_ && !light_.initialPositionInit_) {
light_.initialPosition_ = _state.modelview() * light_.position_;
light_.initialSpotDirection_ = _state.modelview().transform_vector(light_.spotDirection());
light_.initialPositionInit_ = true;
}
if(light_.fixedPosition_) {
light_.realPosition_ = _state.inverse_modelview() * light_.position_;
light_.realSpotDirection_ = _state.inverse_modelview().transform_vector(light_.spotDirection_);
light_.realPosition_ = _state.inverse_modelview() * light_.initialPosition_;
light_.realSpotDirection_ = _state.inverse_modelview().transform_vector(light_.initialSpotDirection_);
} else {
light_.realPosition_ = light_.position_;
light_.realSpotDirection_ = light_.spotDirection_;
......@@ -385,9 +400,17 @@ void LightNode::pick(GLState& _state, PickTarget _target) {
// Visualize light node
if(visualize_ && !light_.directional()) {
// Get initial camera coords of light if in fixed
// mode and if they haven't been computed yet
if(light_.fixedPosition_ && !light_.initialPositionInit_) {
light_.initialPosition_ = _state.modelview() * light_.position_;
light_.initialSpotDirection_ = _state.modelview().transform_vector(light_.spotDirection());
light_.initialPositionInit_ = true;
}
if(light_.fixedPosition_) {
light_.realPosition_ = _state.inverse_modelview() * light_.position_;
light_.realSpotDirection_ = _state.inverse_modelview().transform_vector(light_.spotDirection_);
light_.realPosition_ = _state.inverse_modelview() * light_.initialPosition_;
light_.realSpotDirection_ = _state.inverse_modelview().transform_vector(light_.initialSpotDirection_);
} else {
light_.realPosition_ = light_.position_;
light_.realSpotDirection_ = light_.spotDirection_;
......@@ -448,6 +471,14 @@ void LightNode::enter(GLState& _state, DrawModes::DrawMode /* _drawmode */ )
{
if(visualize_) return;
// Get initial camera coords of light if in fixed
// mode and if they haven't been computed yet
if(light_.fixedPosition_ && !light_.initialPositionInit_) {
light_.initialPosition_ = _state.modelview() * light_.position_;
light_.initialSpotDirection_ = _state.modelview().transform_vector(light_.spotDirection());
light_.initialPositionInit_ = true;
}
// Get light id
lightId_ = lightSourceHandle->getLight(this);
......@@ -463,8 +494,8 @@ void LightNode::enter(GLState& _state, DrawModes::DrawMode /* _drawmode */ )
if(light_.enabled_ ) {
// correct Position for fixed Lights
if(light_.fixedPosition_) {
light_.realPosition_ = _state.inverse_modelview() * light_.position_;
light_.realSpotDirection_ = _state.inverse_modelview().transform_vector(light_.spotDirection_);
light_.realPosition_ = _state.inverse_modelview() * light_.initialPosition_;
light_.realSpotDirection_ = _state.inverse_modelview().transform_vector(light_.initialSpotDirection_);
//std::cerr << "New Light pos :" << _state.inverse_modelview().transform_vector(light_.position) << std::endl;
} else {
light_.realPosition_ = light_.position_;
......@@ -549,19 +580,6 @@ void LightNode::setParameters(GLenum _index, LightSource& _light)
glLightf(_index, GL_CONSTANT_ATTENUATION, _light.constantAttenuation_);
glLightf(_index, GL_LINEAR_ATTENUATION, _light.linearAttenuation_);
glLightf(_index, GL_QUADRATIC_ATTENUATION, _light.quadraticAttenuation_);
// std::cerr << " set GL_AMBIENT : " << _index << " " << _light.ambientColor << std::endl;
// std::cerr << " set GL_DIFFUSE : " << _index << " " << _light.diffuseColor << std::endl;
// std::cerr << " set GL_SPECULAR : " << _index << " " << _light.specularColor << std::endl;
//
// std::cerr << " set GL_POSITION : " << _index << " " << _light.realPosition << std::endl;
// std::cerr << " set GL_SPOT_DIRECTION : " << _index << " " << _light.spotDirection << std::endl;
//
// std::cerr << " set GL_SPOT_EXPONENT : " << _index << " " << _light.spotExponent << std::endl;
// std::cerr << " set GL_SPOT_CUTOFF : " << _index << " " << _light.spotCutoff << std::endl;
// std::cerr << " set GL_CONSTANT_ATTENUATION : " << _index << " " << _light.constantAttenuation << std::endl;
// std::cerr << " set GL_LINEAR_ATTENUATION : " << _index << " " << _light.linearAttenuation << std::endl;
// std::cerr << " set GL_QUADRATIC_ATTENUATION : " << _index << " " << _light.quadraticAttenuation << std::endl;
// std::cerr << "===============================================================================" << std::endl;
}
//----------------------------------------------------------------------------
......@@ -580,18 +598,6 @@ void LightNode::getParameters(GLenum _index, LightSource& _light)
glGetLightfv(_index, GL_CONSTANT_ATTENUATION, &_light.constantAttenuation_);
glGetLightfv(_index, GL_LINEAR_ATTENUATION, &_light.linearAttenuation_);
glGetLightfv(_index, GL_QUADRATIC_ATTENUATION, &_light.quadraticAttenuation_);
// std::cerr << " get GL_AMBIENT : " << _index << " " << _light.ambientColor << std::endl;
// std::cerr << " get GL_DIFFUSE : " << _index << " " << _light.diffuseColor << std::endl;
// std::cerr << " get GL_SPECULAR : " << _index << " " << _light.specularColor << std::endl;
//
// std::cerr << " get GL_POSITION : " << _index << " " << _light.realPosition << std::endl;
// std::cerr << " get GL_SPOT_DIRECTION : " << _index << " " << _light.spotDirection << std::endl;
//
// std::cerr << " get GL_SPOT_EXPONENT : " << _index << " " << _light.spotExponent << std::endl;
// std::cerr << " get GL_SPOT_CUTOFF : " << _index << " " << _light.spotCutoff << std::endl;
// std::cerr << " get GL_CONSTANT_ATTENUATION : " << _index << " " << _light.constantAttenuation << std::endl;
// std::cerr << " get GL_LINEAR_ATTENUATION : " << _index << " " << _light.linearAttenuation << std::endl;
// std::cerr << " get GL_QUADRATIC_ATTENUATION : " << _index << " " << _light.quadraticAttenuation << std::endl;
}
//=============================================================================
} // namespace SceneGraph
......
......@@ -223,6 +223,11 @@ protected:
Vec3d spotDirection_;
Vec3d realSpotDirection_;
// Only if in fixed mode
Vec4f initialPosition_;
Vec3d initialSpotDirection_;
bool initialPositionInit_;
float spotExponent_;
float spotCutoff_;
float constantAttenuation_;
......
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