libQGLViewer drawLight example

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# The drawLight example

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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