* Copyright (C) 2015 Liangliang Nan <liangliang.nan@gmail.com>
* https://3d.bk.tudelft.nl/liangliang/
*
* This file is part of Easy3D. If it is useful in your research/work,
* I would be grateful if you show your appreciation by citing it:
* ------------------------------------------------------------------
* Liangliang Nan.
* Easy3D: a lightweight, easy-to-use, and efficient C++ library
* for processing and rendering 3D data.
* Journal of Open Source Software, 6(64), 3255, 2021.
* ------------------------------------------------------------------
*
* Easy3D is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License Version 3
* as published by the Free Software Foundation.
*
* Easy3D 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
********************************************************************/
#include "viewer.h"
#include <easy3d/core/surface_mesh.h>
#include <easy3d/renderer/drawable_triangles.h>
#include <easy3d/renderer/soft_shadow.h>
#include <easy3d/renderer/camera.h>
#include <easy3d/renderer/renderer.h>
using namespace easy3d;
TutorialSoftShadow::TutorialSoftShadow(const std::string& title) : Viewer(title) {
camera()->setUpVector(vec3(0, 1, 0));
camera()->setViewDirection(vec3(0, 0, 1));
shadow_ = new SoftShadow(camera());
shadow_->set_virtual_background_color(background_color());
shadow_enabled_ = true;
hint_ = "Press 'space' to switch on/off shadowing";
}
TutorialSoftShadow::~TutorialSoftShadow() {
delete shadow_;
}
bool TutorialSoftShadow::key_press_event(int key, int modifiers) {
if (key == KEY_SPACE) {
shadow_enabled_ = !shadow_enabled_;
update();
return true;
}
else
return Viewer::key_press_event(key, modifiers);
}
void TutorialSoftShadow::draw() const {
if (!current_model()) {
return;
}
std::vector<TrianglesDrawable*> surfaces;
for (auto m : models_) {
for (auto d : m->renderer()->triangles_drawables()) {
surfaces.push_back(d.get());
}
}
if (shadow_enabled_)
shadow_->draw(surfaces);
else
Viewer::draw();
}