<!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 drawLight example</title> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <link href="../qglviewer.css" rel="stylesheet" type="text/css" /> <link rel="shortcut icon" href="../images/qglviewer.ico" type="image/x-icon" /> <link rel="icon" href="../images/qglviewer.icon.png" type="image/png" /> </head> <body> <table class="banner"> <tr> <td align="center"><a href="../index.html"><b>Home</b></a></td> <td align="center"><a href="../refManual/hierarchy.html"><b>Documentation</b></a></td> <td align="center"><a href="../download.html"><b>Download</b></a></td> <td align="center" class="qindexHL"><a href="index.html"><b>Screenshots</b></a></td> <td align="center"><a href="../developer.html"><b>Developer</b></a></td> </tr> </table> <h1>The drawLight example</h1> <center> <img src="../images/drawLight.jpg" width="300" height="200" alt="drawLight"/> </center> <p> The <code>drawLight()</code> function is a light debugging tool. </p> <p> drawLight() takes as an argument the GL index of the lamp : GL_LIGHT0, GL_LIGHT1... and displays a symbolic representation of the light. This function is usefull for debugging your light setup. </p> <h2>drawLight.h</h2> <pre> <span class="dir">#include <QGLViewer/qglviewer.h> </span> <span class="key">class </span>Viewer : <span class="key">public </span>QGLViewer { <span class="key">protected </span>: <span class="key">virtual </span><span class="typ">void </span>draw(); <span class="key">virtual </span><span class="typ">void </span>init(); <span class="key">virtual </span>QString helpString() <span class="typ">const</span>; };</pre> <h2>drawLight.cpp</h2> <pre> <span class="dir">#include </span><span class="dstr">"drawLight.h"</span><span class="dir"> </span><span class="dir">#include <math.h> </span> <span class="key">using namespace </span>std; <span class="typ">void </span>Viewer::draw() { <span class="typ">const float </span>nbSteps = <span class="num">500.0</span>; glBegin(GL_QUAD_STRIP); <span class="key">for </span>(<span class="typ">float </span>i=<span class="num">0</span>; i<nbSteps; ++i) { <span class="typ">float </span>ratio = i/nbSteps; <span class="typ">float </span>angle = <span class="num">21.0</span>*ratio; <span class="typ">float </span>c = cos(angle); <span class="typ">float </span>s = sin(angle); <span class="typ">float </span>r1 = <span class="num">1.0 </span>- <span class="num">0.8</span>*ratio; <span class="typ">float </span>r2 = <span class="num">0.8 </span>- <span class="num">0.8</span>*ratio; <span class="typ">float </span>alt = ratio <span class="num">- 0.5</span>; <span class="typ">const float </span>nor = .<span class="num">5</span>; <span class="typ">const float </span>up = sqrt(<span class="num">1.0</span>-nor*nor); glColor3f(<span class="num">1</span>-ratio, .<span class="num">2 </span>, ratio); glNormal3f(nor*c, up, nor*s); glVertex3f(r1*c, alt, r1*s); glVertex3f(r2*c, alt+<span class="num">0.05</span>, r2*s); } glEnd(); drawLight(GL_LIGHT0); <span class="typ">const </span>GLfloat pos1[<span class="num">4</span>] = {<span class="num">0.5</span>,<span class="num">0.5</span>,<span class="num">0.0</span>,<span class="num">1.0</span>}; <span class="typ">const </span>GLfloat spot_dir1[<span class="num">3</span>] = {<span class="num">-1.0</span>, <span class="num">-1.0</span>, <span class="num">0.0</span>}; glLightfv(GL_LIGHT1, GL_POSITION, pos1); glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, spot_dir1); drawLight(GL_LIGHT1, <span class="num">2.0</span>); <span class="com">// Draw this light twice bigger </span> <span class="typ">const </span>GLfloat pos2[<span class="num">4</span>] = {<span class="num">-0.5</span>,<span class="num">0.5</span>,<span class="num">0.0</span>,<span class="num">1.0</span>}; <span class="typ">const </span>GLfloat spot_dir2[<span class="num">3</span>] = {<span class="num">1.0</span>, <span class="num">1.0</span>, <span class="num">1.0</span>}; glLightfv(GL_LIGHT2, GL_POSITION, pos2); glLightfv(GL_LIGHT2, GL_SPOT_DIRECTION, spot_dir2); drawLight(GL_LIGHT2); } <span class="typ">void </span>Viewer::init() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); <span class="com">// Light0 is the default ambient light </span> glEnable(GL_LIGHT0); <span class="com">// Light1 is a spot light </span> glEnable(GL_LIGHT1); <span class="typ">const </span>GLfloat light_ambient[<span class="num">4</span>] = {<span class="num">0.5</span>, <span class="num">0.5</span>, <span class="num">0.5</span>, <span class="num">1.0</span>}; <span class="typ">const </span>GLfloat light_specular[<span class="num">4</span>] = {<span class="num">1.0</span>, <span class="num">1.0</span>, <span class="num">1.0</span>, <span class="num">1.0</span>}; <span class="typ">const </span>GLfloat light_diffuse[<span class="num">4</span>] = {<span class="num">3.0</span>, <span class="num">3.0</span>, <span class="num">1.0</span>, <span class="num">1.0</span>}; glLightf( GL_LIGHT1, GL_SPOT_EXPONENT, <span class="num">3.0</span>); glLightf( GL_LIGHT1, GL_SPOT_CUTOFF, <span class="num">50.0</span>); glLightf( GL_LIGHT1, GL_CONSTANT_ATTENUATION, <span class="num">0.5</span>); glLightf( GL_LIGHT1, GL_LINEAR_ATTENUATION, <span class="num">1.0</span>); glLightf( GL_LIGHT1, GL_QUADRATIC_ATTENUATION, <span class="num">1.5</span>); glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); <span class="com">// Light2 is a classical directionnal light </span> glEnable(GL_LIGHT2); <span class="typ">const </span>GLfloat light_ambient2[<span class="num">4</span>] = {<span class="num">0.5</span>, <span class="num">0.5</span>, <span class="num">0.5</span>, <span class="num">1.0</span>}; <span class="typ">const </span>GLfloat light_specular2[<span class="num">4</span>] = {<span class="num">1.0</span>, <span class="num">0.0</span>, <span class="num">0.0</span>, <span class="num">1.0</span>}; <span class="typ">const </span>GLfloat light_diffuse2[<span class="num">4</span>] = {<span class="num">0.0</span>, <span class="num">3.0</span>, <span class="num">0.0</span>, <span class="num">1.0</span>}; glLightfv(GL_LIGHT2, GL_AMBIENT, light_ambient2); glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular2); glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse2); restoreFromFile(); help(); } QString Viewer::helpString() <span class="typ">const </span>{ QString text(<span class="str">"<h2>D r a w L i g h t</h2>"</span>); text += <span class="str">"The <i>drawLight()</i> function displays a representation of the OpenGL lights "</span>; text += <span class="str">"of your scene. This is convenient for debugging your light setup."</span>; <span class="key">return </span>text; }</pre> <h2>main.cpp</h2> <pre> <span class="dir">#include </span><span class="dstr">"drawLight.h"</span><span class="dir"> </span><span class="dir">#include <qapplication.h> </span> <span class="typ">int </span>main(<span class="typ">int </span>argc, <span class="typ">char</span>** argv) { <span class="com">// Read command lines arguments. </span> QApplication application(argc,argv); <span class="com">// Instantiate the viewer. </span> Viewer viewer; <span class="com">// Make the viewer window visible on screen. </span> viewer.show(); <span class="com">// Set the viewer as the application main widget. </span> application.setMainWidget(&viewer); <span class="com">// Run main loop. </span> <span class="key">return </span>application.exec(); }</pre> <p> <a href="index.html">Go back</a> to the examples main page </p> <p> <a href="http://validator.w3.org/check/referer"><img src="../images/xhtml.png" alt="Valid XHTML 1.0!" height="31" width="88" border="0"/></a> <a href="http://jigsaw.w3.org/css-validator/check/referer"><img src="../images/css.png" width="88" height="31" alt="Valid CSS!" border="0"/></a> <i>Last modified on Thursday, February 5, 2004.</i> </p> </body> </html>