/usr/include/sofa/component/visualmodel/Light.h is in libsofa1-dev 1.0~beta4-9.
This file is owned by root:root, with mode 0o644.
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* SOFA, Simulation Open-Framework Architecture, version 1.0 beta 4 *
* (c) 2006-2009 MGH, INRIA, USTL, UJF, CNRS *
* *
* This library is free software; you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 2.1 of the License, or (at *
* your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, but WITHOUT *
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or *
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License *
* for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this library; if not, write to the Free Software Foundation, *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
*******************************************************************************
* SOFA :: Modules *
* *
* Authors: The SOFA Team and external contributors (see Authors.txt) *
* *
* Contact information: contact@sofa-framework.org *
******************************************************************************/
#ifndef SOFA_COMPONENT_LIGHT
#define SOFA_COMPONENT_LIGHT
#include <sofa/core/VisualModel.h>
#include <sofa/core/objectmodel/BaseObject.h>
#include <sofa/defaulttype/Vec3Types.h>
#include <sofa/helper/gl/template.h>
#include <sofa/core/VisualModel.h>
#include <sofa/helper/gl/FrameBufferObject.h>
#include <sofa/component/component.h>
namespace sofa
{
namespace component
{
namespace visualmodel
{
/**
* \brief Utility to cast Light into a Opengl scene.
*
* This class must be used in a scene with one LightManager object.
* This abstract class defines lights (i.e basically id and color)
* The inherited lights are:
* - Directional light (direction);
* - Positional light (position);
* - Spot light (position, direction, cutoff...).
*
*/
using sofa::defaulttype::Vector3;
class SOFA_COMPONENT_VISUALMODEL_API Light : public virtual sofa::core::VisualModel {
protected:
Data<Vector3> color;
Data<float> zNear;
Data<float> zFar;
GLint lightID;
helper::gl::FrameBufferObject shadowFBO;
GLuint shadowTexWidth, shadowTexHeight;
//GLuint shadowTexture;
//GLuint shadowFBO;
GLuint debugVisualShadowTexture;
GLfloat lightMatProj[16];
GLfloat lightMatModelview[16];
void computeShadowMapSize();
public:
Light();
virtual ~Light();
void setID(const GLint& id);
//VisualModel
virtual void initVisual() ;
void init();
virtual void drawLight();
void draw() { } ;
virtual void reinit();
void update() {} ;
//CastShadowModel
virtual void preDrawShadow();
virtual void postDrawShadow();
virtual GLuint getShadowMapSize();
virtual GLuint getShadowTexture() { return 0 ;};
virtual GLfloat* getProjectionMatrix() { return NULL ;};
virtual GLfloat* getModelviewMatrix() { return NULL ;};
};
class DirectionalLight : public Light {
private:
Data<Vector3> direction;
public:
DirectionalLight();
virtual ~DirectionalLight();
virtual void initVisual() ;
virtual void drawLight();
virtual void reinit();
};
class SOFA_COMPONENT_VISUALMODEL_API PositionalLight : public Light {
protected:
Data<Vector3> position;
Data<float> attenuation;
public:
PositionalLight();
virtual ~PositionalLight();
virtual void initVisual() ;
virtual void drawLight();
virtual void reinit();
};
class SOFA_COMPONENT_VISUALMODEL_API SpotLight : public PositionalLight {
protected:
Data<Vector3> direction;
Data<float> cutoff;
Data<float> exponent;
public:
SpotLight();
virtual ~SpotLight();
virtual void initVisual() ;
virtual void drawLight();
virtual void reinit();
void preDrawShadow();
GLuint getShadowTexture();
GLfloat* getProjectionMatrix();
GLfloat* getModelviewMatrix();
};
} //namespace visualmodel
} //namespace component
} //namespace sofa
#endif //SOFA_COMPONENT_LIGHT
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