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https://github.com/MaSzyna-EU07/maszyna.git
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dynamically assigned render lights
This commit is contained in:
78
renderer.cpp
78
renderer.cpp
@@ -9,7 +9,85 @@ http://mozilla.org/MPL/2.0/.
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#include "stdafx.h"
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#include "renderer.h"
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#include "globals.h"
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opengl_renderer GfxRenderer;
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void
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opengl_renderer::Init() {
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// create dynamic light pool
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for( int idx = 0; idx < Global::DynamicLightCount; ++idx ) {
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opengl_light light;
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light.id = GL_LIGHT1 + idx;
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light.position[ 3 ] = 1.0f;
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::glLightf( light.id, GL_SPOT_CUTOFF, 20.0f );
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::glLightf( light.id, GL_SPOT_EXPONENT, 10.0f );
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::glLightf( light.id, GL_CONSTANT_ATTENUATION, 0.0f );
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::glLightf( light.id, GL_LINEAR_ATTENUATION, 0.035f );
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m_lights.emplace_back( light );
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}
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}
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void
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opengl_renderer::Update_Lights( light_array const &Lights ) {
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int const count = std::min( m_lights.size(), Lights.data.size() );
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if( count == 0 ) { return; }
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auto renderlight = m_lights.begin();
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for( auto const &scenelight : Lights.data ) {
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if( renderlight == m_lights.end() ) {
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// we ran out of lights to assign
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break;
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}
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if( scenelight.intensity == 0.0f ) {
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// all lights past this one are bound to be off
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break;
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}
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if( ( Global::pCameraPosition - scenelight.position ).Length() > 1000.0f ) {
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// we don't care about lights past arbitrary limit of 1 km.
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// but there could still be weaker lights which are closer, so keep looking
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continue;
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}
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// if the light passed tests so far, it's good enough
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renderlight->set_position( scenelight.position );
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renderlight->direction = scenelight.direction;
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renderlight->diffuse[ 0 ] = scenelight.color.x;
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renderlight->diffuse[ 1 ] = scenelight.color.y;
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renderlight->diffuse[ 2 ] = scenelight.color.z;
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renderlight->ambient[ 0 ] = scenelight.color.x * scenelight.intensity;
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renderlight->ambient[ 1 ] = scenelight.color.y * scenelight.intensity;
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renderlight->ambient[ 2 ] = scenelight.color.z * scenelight.intensity;
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::glLightf( renderlight->id, GL_LINEAR_ATTENUATION, 0.3f / std::pow( scenelight.count, 2 ) );
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::glEnable( renderlight->id );
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renderlight->apply_intensity();
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renderlight->apply_angle();
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++renderlight;
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}
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while( renderlight != m_lights.end() ) {
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// if we went through all scene lights and there's still opengl lights remaining, kill these
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::glDisable( renderlight->id );
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++renderlight;
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}
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}
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void
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opengl_renderer::Disable_Lights() {
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for( int idx = 0; idx < m_lights.size() + 1; ++idx ) {
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::glDisable( GL_LIGHT0 + idx );
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}
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}
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//---------------------------------------------------------------------------
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