diff options
author | Stijn Buys <ingar@osirion.org> | 2012-05-01 20:46:58 +0000 |
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committer | Stijn Buys <ingar@osirion.org> | 2012-05-01 20:46:58 +0000 |
commit | 6eddb531d70d5dad5fb2f037072b9ec4f4e4b5e5 (patch) | |
tree | 2abffd85b46e82fdb6d2d4fff1d1e2aa18fc8549 /src/ui | |
parent | 26b1401d6cfdfd35afe275e287dc7d205902e55e (diff) |
Use light environment classes in the model viewer and the main rendering routine.
Diffstat (limited to 'src/ui')
-rwxr-xr-x | src/ui/modelview.cc | 62 |
1 files changed, 34 insertions, 28 deletions
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(); } |