The drawLight example

drawLight

The drawLight() function is a light debugging tool.

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.

drawLight.h

#include <QGLViewer/qglviewer.h>

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

private:
  qglviewer::ManipulatedFrame* light1;
  qglviewer::ManipulatedFrame* light2;
};

drawLight.cpp

#include "drawLight.h"
#include <math.h>

#include <QGLViewer/manipulatedFrame.h>

using namespace std;
using namespace qglviewer;

void Viewer::draw()
{
  float pos[4] = {1.0, 0.5, 1.0, 0.0};
  // Directionnal light
  glLightfv(GL_LIGHT0, GL_POSITION, pos);

  pos[3] = 1.0;
  // Spot light
  Vec pos1 = light1->position();
  pos[0] = float(pos1.x);
  pos[1] = float(pos1.y);
  pos[2] = float(pos1.z);
  glLightfv(GL_LIGHT1, GL_POSITION, pos);
  glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, light1->inverseTransformOf(Vec(0,0,1)));

  // Point light
  Vec pos2 = light2->position();
  pos[0] = float(pos2.x);
  pos[1] = float(pos2.y);
  pos[2] = float(pos2.z);
  glLightfv(GL_LIGHT2, GL_POSITION, pos);

  // Draws the spiral
  const float nbSteps = 200.0;
  glBegin(GL_QUAD_STRIP);
  for (float i=0; i<nbSteps; ++i)
	{
	  float ratio = i/nbSteps;
	  float angle = 21.0*ratio;
	  float c = cos(angle);
	  float s = sin(angle);
	  float r1 = 1.0 - 0.8*ratio;
	  float r2 = 0.8 - 0.8*ratio;
	  float alt = ratio - 0.5;
	  const float nor = .5;
	  const float up = sqrt(1.0-nor*nor);
	  glColor3f(1-ratio, 0.2f , ratio);
	  glNormal3f(nor*c, up, nor*s);
	  glVertex3f(r1*c, alt, r1*s);
	  glVertex3f(r2*c, alt+0.05, r2*s);
	}
  glEnd();

  drawLight(GL_LIGHT0);

  if (light1->grabsMouse())
	drawLight(GL_LIGHT1, 1.2f);
  else
	drawLight(GL_LIGHT1);

  if (light2->grabsMouse())
	drawLight(GL_LIGHT2, 1.2f);
  else
	drawLight(GL_LIGHT2);
}


void Viewer::init()
{
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

  // Light0 is the default ambient light
  glEnable(GL_LIGHT0);

  // Light1 is a spot light
  glEnable(GL_LIGHT1);
  const GLfloat light_ambient[4]  = {0.8f, 0.2f, 0.2f, 1.0};
  const GLfloat light_diffuse[4]  = {1.0, 0.4f, 0.4f, 1.0};
  const GLfloat light_specular[4] = {1.0, 0.0, 0.0, 1.0};

  glLightf( GL_LIGHT1, GL_SPOT_EXPONENT,  3.0);
  glLightf( GL_LIGHT1, GL_SPOT_CUTOFF,    20.0);
  glLightf( GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.5);
  glLightf( GL_LIGHT1, GL_LINEAR_ATTENUATION, 1.0);
  glLightf( GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 1.5);
  glLightfv(GL_LIGHT1, GL_AMBIENT,  light_ambient);
  glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
  glLightfv(GL_LIGHT1, GL_DIFFUSE,  light_diffuse);

  // Light2 is a classical directionnal light
  glEnable(GL_LIGHT2);
  const GLfloat light_ambient2[4]  = {0.2f, 0.2f, 2.0, 1.0};
  const GLfloat light_diffuse2[4]  = {0.8f, 0.8f, 1.0, 1.0};
  const GLfloat light_specular2[4] = {0.0, 0.0, 1.0, 1.0};

  glLightfv(GL_LIGHT2, GL_AMBIENT,  light_ambient2);
  glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular2);
  glLightfv(GL_LIGHT2, GL_DIFFUSE,  light_diffuse2);

  light1 = new ManipulatedFrame();
  light2 = new ManipulatedFrame();
  setMouseTracking(true);

  light1->setPosition(0.5, 0.5, 0);
  // Align z axis with -position direction : look at scene center
  light1->setOrientation(Quaternion(Vec(0,0,1), -light1->position()));

  light2->setPosition(-0.5, 0.5, 0);

  restoreStateFromFile();
  help();
}

QString Viewer::helpString() const
{
  QString text("<h2>D r a w L i g h t</h2>");
  text += "The <i>drawLight()</i> function displays a representation of the OpenGL lights ";
  text += "of your scene. This is convenient for debugging your light setup.<br><br>";
  text += "This scene features a directionnal ligth (arrow), a spot light (cone) and a point ";
  text += "light source (sphere). The representation color, position and shape matches the light setup.<br><br>";
  text += "Hover over the point light or the spot light to manipulate it using the mouse (right ";
  text += "button translates and left button rotates).";
  return text;
}

main.cpp

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

int main(int argc, char** argv)
{
  QApplication application(argc, argv);

  Viewer viewer;

  viewer.setWindowTitle("drawLight");

  viewer.show();

  return application.exec();
}

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