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Files
maszyna/renderer.cpp
2017-03-19 10:48:22 +01:00

70 lines
2.0 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "renderer.h"
#include "globals.h"
#include "World.h"
opengl_renderer GfxRenderer;
extern TWorld World;
void
opengl_renderer::Init() {
}
void
opengl_renderer::Update_Lights( light_array const &Lights ) {
size_t const count = std::min( (size_t)Global::DynamicLightCount, Lights.data.size() );
if( count == 0 ) { return; }
size_t renderlight = 0;
for( auto const &scenelight : Lights.data ) {
if( renderlight == Global::DynamicLightCount ) {
// we ran out of lights to assign
break;
}
if( scenelight.intensity == 0.0f ) {
// all lights past this one are bound to be off
break;
}
if( ( Global::pCameraPosition - scenelight.position ).Length() > 1000.0f ) {
// we don't care about lights past arbitrary limit of 1 km.
// but there could still be weaker lights which are closer, so keep looking
continue;
}
// if the light passed tests so far, it's good enough
auto const luminance = Global::fLuminance; // TODO: adjust this based on location, e.g. for tunnels
float3 position(scenelight.position.x, scenelight.position.y, scenelight.position.z);
float3 direction(scenelight.direction.x, scenelight.direction.y, scenelight.direction.z);
float3 color(scenelight.color.x,
scenelight.color.y,
scenelight.color.z);
World.shader.set_light((GLuint)renderlight + 1, gl_program_light::SPOT, position, direction, 0.906f, 0.866f, color, 0.007f, 0.0002f);
++renderlight;
}
World.shader.set_light_count((GLuint)renderlight + 1);
}
void
opengl_renderer::Disable_Lights() {
World.shader.set_light_count(0);
}
//---------------------------------------------------------------------------