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authorStijn Buys <ingar@osirion.org>2012-05-01 20:46:58 +0000
committerStijn Buys <ingar@osirion.org>2012-05-01 20:46:58 +0000
commit6eddb531d70d5dad5fb2f037072b9ec4f4e4b5e5 (patch)
tree2abffd85b46e82fdb6d2d4fff1d1e2aa18fc8549
parent26b1401d6cfdfd35afe275e287dc7d205902e55e (diff)
Use light environment classes in the model viewer and the main rendering routine.
-rw-r--r--src/render/Makefile.am4
-rw-r--r--src/render/draw.cc133
-rw-r--r--src/render/draw.h6
-rwxr-xr-xsrc/ui/modelview.cc62
4 files changed, 69 insertions, 136 deletions
diff --git a/src/render/Makefile.am b/src/render/Makefile.am
index 31ba73d..7993036 100644
--- a/src/render/Makefile.am
+++ b/src/render/Makefile.am
@@ -15,6 +15,8 @@ noinst_HEADERS = \
gl.h \
image.h \
jpgfile.h \
+ light.h \
+ lightenvironment.h \
particles.h \
pngfile.h \
render.h \
@@ -34,6 +36,8 @@ librender_la_SOURCES = \
gl.cc \
image.cc \
jpgfile.cc \
+ light.cc \
+ lightenvironment.cc \
particles.cc \
pngfile.cc \
render.cc \
diff --git a/src/render/draw.cc b/src/render/draw.cc
index 8f9f978..b0d234f 100644
--- a/src/render/draw.cc
+++ b/src/render/draw.cc
@@ -10,16 +10,21 @@
#include "core/application.h"
#include "core/gameinterface.h"
#include "core/range.h"
+
+#include "math/functions.h"
+
#include "model/fragment.h"
#include "model/material.h"
#include "model/model.h"
-#include "render/render.h"
-#include "render/textures.h"
+
#include "render/debugdrawer.h"
#include "render/draw.h"
#include "render/dust.h"
+#include "render/light.h"
+#include "render/lightenvironment.h"
+#include "render/render.h"
+#include "render/textures.h"
#include "render/gl.h"
-#include "math/functions.h"
namespace render
{
@@ -47,81 +52,15 @@ math::Vector3f v7(-1, -1, -1);
core::Zone *zone = 0;
-math::Vector3f zone_light_location; // location of the zone light
-math::Color zone_light_color; // color of the zone light
-
-bool has_zone_light = false;
-
bool draw_particles = true;
bool draw_lights = true;
-size_t max_lights = 8;
-
-float ambient_light_intensity = 0.1f;
-float diffuse_light_intensity = 0.75f;
-float specular_light_intensity = 0.75f;
-
-GLenum zone_gllight = GL_LIGHT0;
typedef std::map<float, core::EntityGlobe *> Globes;
Globes globes_list;
-/* ---- Prepare the renderer state --------------------------------- */
-
-void pass_reset_lights()
-{
- // reset light state
- has_zone_light = false;
- zone_light_color.assign(1.0);
-
- for (size_t i = 0; i < max_lights; i++)
- gl::disable(GL_LIGHT0 + i);
-}
-
-// setup an OpenGL light
-int add_light(const math::Vector3f & location, float attenuation, const math::Color & color)
-{
- int gllight;
-
- // check if a light is available
- for (size_t i = 0; i < max_lights; i++) {
- if (!glIsEnabled(GL_LIGHT0 + i)) {
- gllight = GL_LIGHT0 + i;
- break;
- } else {
- gllight = GL_LIGHT0;
- return gllight;
- }
- }
-
- // set up color and location
- GLfloat gllight_location[4];
- GLfloat diffuse_light[4];
- GLfloat ambient_light[4];
- GLfloat specular_light[4];
+LightEnvironment lightenv_zone;
- for (size_t i = 0; i < 3; i++) {
- gllight_location[i] = location[i];
- ambient_light[i] = color[i] * ambient_light_intensity;
- diffuse_light[i] = color[i] * diffuse_light_intensity;
- specular_light[i] = color[i] * specular_light_intensity;
- }
- gllight_location[3] = 1.0f;
- ambient_light[3] = 1.0f;
- diffuse_light[3] = 1.0f;
- specular_light[3] = 1.0f;
-
- // set up the light
- // we use a simple averaging of the color times the specified attenuation value(such as 0.00025f).
- // FIXME: use a more standardized and realistic way of doing this.
- glLightf(gllight, GL_CONSTANT_ATTENUATION, ((color[0] + color[1] + color[2]) / 3.0f) * attenuation);
- glLightf(gllight, GL_LINEAR_ATTENUATION, ((color[0] + color[1] + color[2]) / 3.0f) * attenuation);
-
- glLightfv(gllight, GL_POSITION, gllight_location);
- glLightfv(gllight, GL_AMBIENT, ambient_light);
- glLightfv(gllight, GL_DIFFUSE, diffuse_light);
- glLightfv(gllight, GL_SPECULAR, specular_light);
- return gllight;
-}
+/* ---- Prepare the renderer state --------------------------------- */
void pass_prepare(float seconds)
{
@@ -139,7 +78,7 @@ void pass_prepare(float seconds)
}
// initialize lights
- pass_reset_lights();
+ lightenv_zone.clear();
// clear current list of globes
globes_list.clear();
@@ -152,6 +91,7 @@ void pass_prepare(float seconds)
zone_ambient[3] = 1.0f;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zone_ambient);
+ // zone light sources
for (core::Zone::Content::iterator it = zone->content().begin(); it != zone->content().end(); it++) {
core::Entity *entity = (*it);
@@ -171,13 +111,9 @@ void pass_prepare(float seconds)
// add zone lights
if (globe->flag_is_set(core::Entity::Bright)) {
- for (size_t i = 0; i < 3; i++) {
- zone_light_location[i] = globe->location()[i];
- zone_light_color[i] = globe->color()[i];
- }
- GLenum zone_gllight = add_light(zone_light_location, 0.0005f, globe->color());
- gl::enable(zone_gllight);
- has_zone_light = true;
+ Light *zone_light = new Light(globe->location(), globe->color());
+ zone_light->set_attenuation(2.0f, 0.0f, 0.0f);
+ lightenv_zone.add(zone_light);
}
} else {
@@ -187,6 +123,10 @@ void pass_prepare(float seconds)
}
}
}
+
+ // zone lights are draw in world space coordinates
+ lightenv_zone.draw();
+ lightenv_zone.enable();
}
/* ----- Skybox ---------------------------------------------------- */
@@ -330,7 +270,6 @@ void draw_pass_globes()
// FIXME is this ever reset ?
GLfloat globe_specular[] = { 0.25f, 0.25f, 0.25f, 1.0f };
glMaterialfv(GL_FRONT, GL_SPECULAR, globe_specular);
- float fake_light_location[4];
// Globes have to be rendered distance sorted, closest last.
// Globes behind farplane are rescaled and repositioned.
@@ -347,15 +286,7 @@ void draw_pass_globes()
gl::depthmask(GL_FALSE);
- if (has_zone_light) {
- // nudge zone light
- // FIXME doesn't work correctly with multiple zone lights
- for (size_t i = 0; i < 3; i++) {
- fake_light_location[i] = zone_light_location[i] + location[i] - globe->location()[i];
- }
- fake_light_location[3] = 1.0f;
- glLightfv(zone_gllight, GL_POSITION, fake_light_location);
- }
+ lightenv_zone.draw(location - globe->location());
}
gl::push();
@@ -396,17 +327,8 @@ void draw_pass_globes()
}
if (ext_render(globe)->distance() > (FARPLANE - globe->radius())) {
-
gl::depthmask(GL_TRUE);
-
- if (has_zone_light) {
- // restore zone light
- for (size_t i = 0; i < 3; i++) {
- fake_light_location[i] = zone_light_location[i];
- }
- fake_light_location[3] = 1.0f;
- glLightfv(zone_gllight, GL_POSITION, fake_light_location);
- }
+ lightenv_zone.draw();
}
}
}
@@ -1232,7 +1154,10 @@ void draw(float seconds)
draw_pass_spacegrid(); // draw the blue spacegrid
if (!core::localplayer()->view()) {
- Dust::draw(zone_light_color); // draw spacedust
+ math::Color dust_color(core::localplayer()->zone()->ambient_color());
+ float s = math::max(math::max(dust_color[0], dust_color[1]), dust_color[2]);
+ dust_color *= 0.8f / s;
+ Dust::draw(dust_color); // draw spacedust
}
// draw entity lights, flares and particles
@@ -1293,8 +1218,12 @@ void draw(float seconds)
// GL_BLEND and GL_COLOR_MATERIAL must be enabled for the GUI
//gl::disable(GL_COLOR_MATERIAL); // disable color tracking
- // reset light state
- pass_reset_lights();
+ // clear current zone light environment
+ lightenv_zone.disable();
+ lightenv_zone.clear();
+
+ // clear current list of globes
+ globes_list.clear();
}
// draw weapon slots
diff --git a/src/render/draw.h b/src/render/draw.h
index a477d35..71321c5 100644
--- a/src/render/draw.h
+++ b/src/render/draw.h
@@ -15,9 +15,6 @@
namespace render
{
-/// reset lighting parameters
-void pass_reset_lights();
-
/// draw the world
void draw(float seconds);
@@ -30,9 +27,6 @@ void draw_slots(const core::Entity *entity);
/// reset
void reset();
-/// add a zone light
-int add_light(const math::Vector3f & location, float attenuation, const math::Color & color);
-
/// draw a sphere
void draw_sphere(const math::Color & color, float radius);
diff --git a/src/ui/modelview.cc b/src/ui/modelview.cc
index d1c5c96..b13b642 100755
--- a/src/ui/modelview.cc
+++ b/src/ui/modelview.cc
@@ -12,6 +12,8 @@
#include "sys/sys.h"
#include "render/camera.h"
#include "render/draw.h"
+#include "render/light.h"
+#include "render/lightenvironment.h"
#include "render/render.h"
#include <sstream>
#include <iomanip>
@@ -20,7 +22,7 @@ namespace ui
{
const float LIGHT_DISTANCE = -10.0f;
-const float LIGHT_ATTENUATION = 0.1f;
+const float LIGHT_ATTENUATION = 2.0f;
ModelView::ModelView(Widget *parent) : Widget(parent)
{
@@ -183,9 +185,19 @@ void ModelView::draw_globe()
// gl 3d mode
render::Camera::frustum_default(modelview_zoom, center.x(), center.y());
- // reset lighting
- render::pass_reset_lights();
+ // set up light environment
+ render::Light *light = new render::Light(
+ math::Vector3f(LIGHT_DISTANCE * reference_radius, 0, 0),
+ math::Color(1.0f, 1.0f, 1.0f)
+ );
+ light->set_attenuation(0.0f, 1.0f, 0.0f);
+ render::LightEnvironment lightenv;
+ lightenv.add(light);
+
+ lightenv.enable();
+ lightenv.draw();
+
// enable lighting
gl::enable(GL_LIGHTING);
@@ -204,13 +216,6 @@ void ModelView::draw_globe()
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
- // we set up the light in camera space
- const math::Vector3f light_location(LIGHT_DISTANCE * reference_radius, 0, 0);
- const math::Color light_color(1.0f, 1.0f, 1.0f);
- GLenum gllight = render::add_light(light_location, LIGHT_ATTENUATION, light_color);
-
- gl::enable(gllight);
-
render::State::set_normalize(true);
// push transformation matrix to stack
@@ -238,7 +243,7 @@ void ModelView::draw_globe()
gl::pop();
render::State::set_normalize(false);
- gl::disable(gllight);
+ lightenv.disable();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
@@ -251,11 +256,9 @@ void ModelView::draw_globe()
gl::depthmask(GL_FALSE); // enable depth buffer writing
gl::disable(GL_DEPTH_TEST); // disable depth buffer testing
gl::disable(GL_LIGHTING);
-
- // gl 2d mode
- render::Camera::ortho();
-
+ // gl 2d mode
+ render::Camera::ortho();
}
void ModelView::draw_model()
@@ -282,8 +285,18 @@ void ModelView::draw_model()
// gl 3d mode
render::Camera::frustum_default(modelview_zoom, center.x(), center.y());
- // reset lighting
- render::pass_reset_lights();
+ // set up light environment
+ render::Light *light = new render::Light(
+ math::Vector3f(LIGHT_DISTANCE * reference_radius, 0, 0),
+ math::Color(1.0f, 1.0f, 1.0f)
+ );
+ light->set_attenuation(0.0f, 1.0f, 0.0f);
+
+ render::LightEnvironment lightenv;
+ lightenv.add(light);
+
+ lightenv.enable();
+ lightenv.draw();
// enable lighting
gl::enable(GL_LIGHTING);
@@ -303,13 +316,6 @@ void ModelView::draw_model()
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
- // we set up the light in camera space
- const math::Vector3f light_location(LIGHT_DISTANCE * reference_radius, 0, 0);
- const math::Color light_color(1.0f, 1.0f, 1.0f);
- GLenum gllight = render::add_light(light_location, LIGHT_ATTENUATION, light_color);
-
- gl::enable(gllight);
-
// push transformation matrix to stack
gl::push();
@@ -332,7 +338,7 @@ void ModelView::draw_model()
gl::pop();
- gl::disable(gllight);
+ lightenv.disable();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
@@ -363,13 +369,13 @@ void ModelView::draw_model()
}
render::draw_model_lights(model, modelscale, math::Vector3f(), modelview_axis, core::localplayer()->color(), thrust, 0.0f);
-
+
gl::disable(GL_TEXTURE_2D);
gl::disable(GL_COLOR_MATERIAL); // disable color tracking
gl::disable(GL_CULL_FACE); // disable culling
gl::depthmask(GL_FALSE); // enable depth buffer writing
- gl::disable(GL_DEPTH_TEST); // disable depth buffer testing
-
+ gl::disable(GL_DEPTH_TEST); // disable depth buffer testing
+
// gl 2d mode
render::Camera::ortho();
}