The cameraLight example

cameraLight

This example shows how to position a GL_LIGHT on the camera.

A spot light position and direction are set so that they always match the camera's current setup.

This is done using the camera->position() and camera->viewDirection() methods which return values expressed in the world coordinates system.

cameraLight.h

#include <QGLViewer/qglviewer.h>

class Viewer : public QGLViewer {
protected:
  virtual void draw();
  virtual void init();
  virtual QString helpString() const;

private:
  virtual void drawSpiral();
};

cameraLight.cpp

#include "cameraLight.h"

using namespace std;
using namespace qglviewer;

void Viewer::draw() {
  // Place light at camera position
  const Vec cameraPos = camera()->position();
  const GLfloat pos[4] = {(float)cameraPos[0], (float)cameraPos[1],
                          (float)cameraPos[2], 1.0f};
  glLightfv(GL_LIGHT1, GL_POSITION, pos);

  // Orientate light along view direction
  glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, camera()->viewDirection());

  drawSpiral();
}

// Draws a spiral
void Viewer::drawSpiral() {
  const float nbSteps = 1000.0;

  glBegin(GL_QUAD_STRIP);
  for (int i = 0; i < nbSteps; ++i) {
    const float ratio = i / nbSteps;
    const float angle = 21.0 * ratio;
    const float c = cos(angle);
    const float s = sin(angle);
    const float r1 = 1.0 - 0.8f * ratio;
    const float r2 = 0.8f - 0.8f * ratio;
    const float alt = ratio - 0.5f;
    const float nor = 0.5f;
    const float up = sqrt(1.0 - nor * nor);
    glColor3f(1.0 - ratio, 0.2f, ratio);
    glNormal3f(nor * c, up, nor * s);
    glVertex3f(r1 * c, alt, r1 * s);
    glVertex3f(r2 * c, alt + 0.05f, r2 * s);
  }
  glEnd();
}

void Viewer::init() {
  // Light setup
  glDisable(GL_LIGHT0);
  glEnable(GL_LIGHT1);

  // Light default parameters
  const GLfloat light_ambient[4] = {1.0, 1.0, 1.0, 1.0};
  const GLfloat light_specular[4] = {1.0, 1.0, 1.0, 1.0};
  const GLfloat light_diffuse[4] = {1.0, 1.0, 1.0, 1.0};

  glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 3.0);
  glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 10.0);
  glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.1f);
  glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.3f);
  glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.3f);
  glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
  glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
  glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);

  // Restore previous viewer state.
  restoreStateFromFile();

  // Opens help window
  help();
}

QString Viewer::helpString() const {
  QString text("<h2>C a m e r a L i g h t</h2>");
  text += "See the <b>Mouse</b> tab and the documentation web pages for "
          "details.<br><br>";
  text += "Press <b>Escape</b> to exit the viewer.";
  return text;
}

main.cpp

#include "cameraLight.h"
#include <qapplication.h>

int main(int argc, char **argv) {
  // Read command lines arguments.
  QApplication application(argc, argv);

  // Instantiate the viewer.
  Viewer viewer;

  viewer.setWindowTitle("cameraLight");

  // Make the viewer window visible on screen.
  viewer.show();

  // Run main loop.
  return application.exec();
}

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