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1 Commits
Author | SHA1 | Date | |
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ee333b42b9 |
@@ -248,6 +248,11 @@ void AIS_LightSource::updateLightTransformPersistence()
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else
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{
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aTrsfPers.Nullify();
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if (myLightSource->Is2DPers() && myLightSource->Type() == Graphic3d_TOLS_POSITIONAL)
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{
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aTrsfPers = new Graphic3d_TransformPers (Graphic3d_TMF_2d, Aspect_TOTP_LEFT_LOWER,
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Graphic3d_Vec2i(myLightSource->Position().X(), myLightSource->Position().Y()));
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}
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}
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break;
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}
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@@ -291,7 +296,10 @@ void AIS_LightSource::updateLightLocalTransformation()
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if (myIsZoomable)
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{
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gp_Trsf aTrsf;
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aTrsf.SetTranslation (gp::Origin(), myLightSource->Position());
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if (!myLightSource->Is2DPers())
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{
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aTrsf.SetTranslation (gp::Origin(), myLightSource->Position());
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}
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myLocalTransformation = new TopLoc_Datum3D (aTrsf);
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}
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break;
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@@ -57,6 +57,7 @@ Graphic3d_CLight::Graphic3d_CLight (Graphic3d_TypeOfLightSource theType)
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myType (theType),
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myRevision (0),
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myIsHeadlight(false),
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myIs2DPers(false),
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myIsEnabled (true),
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myToCastShadows (false)
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{
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@@ -138,6 +139,19 @@ void Graphic3d_CLight::SetHeadlight (Standard_Boolean theValue)
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myIsHeadlight = theValue;
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}
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// =======================================================================
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// function : SetIs2DPers
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// purpose :
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// =======================================================================
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void Graphic3d_CLight::SetIs2DPers (Standard_Boolean theValue)
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{
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if (myType == Graphic3d_TOLS_AMBIENT)
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{
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throw Standard_ProgramError ("Graphic3d_CLight::SetIs2DPers() is not applicable to ambient light");
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}
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myIs2DPers = theValue;
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}
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// =======================================================================
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// function : SetDirection
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// purpose :
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@@ -322,5 +336,6 @@ void Graphic3d_CLight::DumpJson (Standard_OStream& theOStream, Standard_Integer
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myType)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myRevision)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myIsHeadlight)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myIs2DPers)
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OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, myIsEnabled)
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}
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@@ -75,6 +75,13 @@ public:
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//! Setup headlight flag.
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Standard_EXPORT void SetHeadlight (Standard_Boolean theValue);
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//! Returns true if the light is positioned in 2D persistence; FALSE by default.
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//! Headlight flag means that light position/direction are defined not in a World coordinate system, but relative to the camera orientation.
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Standard_Boolean Is2DPers() const { return myIs2DPers; }
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//! Setup 2D persistence for positioning light.
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Standard_EXPORT void SetIs2DPers (Standard_Boolean theValue);
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//! @name positional/spot light properties
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public:
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@@ -275,6 +282,7 @@ protected:
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const Graphic3d_TypeOfLightSource myType; //!< Graphic3d_TypeOfLightSource enumeration
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Standard_Size myRevision; //!< modification counter
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Standard_Boolean myIsHeadlight; //!< flag to mark head light
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Standard_Boolean myIs2DPers; //!< flag to mark head light position in 2D persistence
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Standard_Boolean myIsEnabled; //!< enabled state
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Standard_Boolean myToCastShadows;//!< casting shadows is requested
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@@ -354,6 +354,22 @@ void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldVi
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myWorldViewState.Update();
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}
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// =======================================================================
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// function : convertTo2DPersPosition
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// purpose :
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// =======================================================================
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gp_Pnt OpenGl_ShaderManager::convertTo2DPersPosition (const gp_Pnt& thePosition) const
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{
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OpenGl_Mat4 aProjMat = myContext->ProjectionState.Current();
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OpenGl_Mat4 aModelMat = myContext->ModelWorldState.Current() * myContext->WorldViewState.Current();
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Standard_ShortReal aX, anY, aZ;
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Graphic3d_TransformUtils::UnProject<Standard_ShortReal> (thePosition.X(), thePosition.Y(), 0,
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aModelMat, aProjMat, myContext->Viewport(),
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aX, anY, aZ);
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return gp_Pnt(aX, anY, aZ);
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}
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// =======================================================================
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// function : pushLightSourceState
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// purpose :
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@@ -520,6 +536,15 @@ void OpenGl_ShaderManager::pushLightSourceState (const Handle(OpenGl_ShaderProgr
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const Graphic3d_Mat4& anOrientInv = myWorldViewState.WorldViewMatrixInverse();
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aLightParams.Position = anOrientInv * Graphic3d_Vec4 (aLightParams.Position.xyz(), 1.0f);
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}
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else if (aLight.Is2DPers())
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{
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gp_Pnt aPosition = convertTo2DPersPosition (aLight.Position());
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aLightParams.Position.x() = static_cast<float>(aPosition.X());
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aLightParams.Position.y() = static_cast<float>(aPosition.Y());
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aLightParams.Position.z() = static_cast<float>(aPosition.Z());
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aLightParams.Position.w() = 0.0f;
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}
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else
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{
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aLightParams.Position.x() = static_cast<float>(aLight.Position().X() - myLocalOrigin.X());
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@@ -273,6 +273,9 @@ public:
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//! Invalidate state of OCCT light sources.
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Standard_EXPORT void UpdateLightSourceState();
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//! Converts position to 3D point in 2D pesistence.
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gp_Pnt convertTo2DPersPosition (const gp_Pnt& thePosition) const;
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//! Pushes current state of OCCT light sources to specified program (only on state change).
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//! Note that light sources definition depends also on WorldViewState.
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void PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
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@@ -11044,6 +11044,24 @@ static int VLight (Draw_Interpretor& theDi,
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}
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aLightCurr->SetHeadlight (isHeadLight);
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}
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else if (anArgCase.IsEqual ("2DPERS") ||
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anArgCase.IsEqual ("-2DPERS"))
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{
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if (aLightCurr.IsNull()
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|| aLightCurr->Type() == Graphic3d_TOLS_AMBIENT)
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{
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Message::SendFail() << "Syntax error at argument '" << anArg << "'";
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return 1;
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}
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Standard_Boolean is2DPers = Standard_False;
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if (anArgIt + 1 < theArgsNb
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&& Draw::ParseOnOff (theArgVec[anArgIt + 1], is2DPers))
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{
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++anArgIt;
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}
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aLightCurr->SetIs2DPers (is2DPers);
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}
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else if (anArgCase.IsEqual ("NAME")
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|| anArgCase.IsEqual ("-NAME"))
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{
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@@ -15091,6 +15109,7 @@ void ViewerTest::ViewerCommands(Draw_Interpretor& theCommands)
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"\n -{dir}ection X Y Z (for directional light or for spotlight)"
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"\n -color colorName"
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"\n -{head}light 0|1"
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"\n -2dpers 0|1"
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"\n -castShadows 0|1"
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"\n -{sm}oothness value"
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"\n -{int}ensity value"
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32
tests/v3d/light_source/positional_2dpers
Normal file
32
tests/v3d/light_source/positional_2dpers
Normal file
@@ -0,0 +1,32 @@
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puts "================================="
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puts "0032325: Visualization - Possibility to use fixed positioned light source"
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puts "================================="
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pload MODELING VISUALIZATION
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vclear
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vinit View1
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vlight -clear
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vbackground -color GRAY
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vrenderparams -shadingModel PHONG
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vlight -add ambient -COLOR WHITE -intensity 0.1
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box b 10 10 10 30 30 30
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vdisplay b -dispMode 1
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vaspects b -material Brass
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vfit
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puts "=== Check headlight option with positional light ==="
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vlight -add positional -2dpers 1 -color WHITE -display Light1 -pos 30 20 0
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vlight -add positional -2dpers 1 -color WHITE -display Light2 -pos 380 370 0
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vlight -add positional -2dpers 1 -color WHITE -display Light3 -pos 30 380 0
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vdump $imagedir/${casename}_1.png
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vrotate 10 0 0
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vdump $imagedir/${casename}_2.png
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vpan -60 0
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vdump $imagedir/${casename}_3.png
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