diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/render/draw.cc | 32 | ||||
-rw-r--r-- | src/render/render.cc | 6 | ||||
-rw-r--r-- | src/render/state.cc | 9 |
3 files changed, 35 insertions, 12 deletions
diff --git a/src/render/draw.cc b/src/render/draw.cc index 2236d8c..0f39385 100644 --- a/src/render/draw.cc +++ b/src/render/draw.cc @@ -62,14 +62,25 @@ void pass_reset_lights() { // lighting settings for the default light GL_LIGHT0 GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 }; - GLfloat ambient_light[] = { r_ambient->value(), r_ambient->value(), r_ambient->value(), 1.0f }; - GLfloat diffuse_light[] = { r_diffuse->value(), r_diffuse->value(), r_diffuse->value(), 1.0f }; - GLfloat specular_light[] = { r_specular->value(), r_specular->value(), r_specular->value(), 1.0f }; + GLfloat ambient_light[4]; + GLfloat diffuse_light[4]; + GLfloat specular_light[4]; for (size_t i = 0; i < 3; i++) { light_position[i] = Camera::eye()[i]; + ambient_light[i] = r_ambient->value(); + diffuse_light[i] = r_diffuse->value(); + specular_light[i] = r_specular->value(); } + ambient_light[3] = 1.0; + diffuse_light[3] = 1.0; + specular_light[3] = 1.0; + + glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 2); + glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 1); + glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.5); + glLightfv(GL_LIGHT0, GL_POSITION, light_position); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_light); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_light); @@ -127,21 +138,28 @@ void pass_prepare(float seconds) // bright globes set level light GLfloat diffuse_light[4]; - GLfloat ambient_light[] = { 0.0f, 0.0f, 0.0f, 1.0f }; - GLfloat specular_light[] = { r_specular->value(), r_specular->value(), r_specular->value(), 1.0f }; + GLfloat ambient_light[4]; + GLfloat specular_light[4]; for (size_t i = 0; i < 3; i++) { zone_light[i] = globe->location()[i]; zone_color[i] = globe->color()[i]; - diffuse_light[i] = globe->color()[i] * (r_diffuse->value() * 2); + ambient_light[i] = globe->color()[i] * (r_ambient->value() * 0.1); + diffuse_light[i] = globe->color()[i] * (r_diffuse->value() * 0.8); + specular_light[i] = globe->color()[i] * (r_specular->value() * 0.4); } zone_light[3] = 1.0f; + ambient_light[3] = 1.0f; diffuse_light[3] = 1.0f; + specular_light[3] = 1.0f; + + glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0001); glLightfv(GL_LIGHT1, GL_POSITION, zone_light); glLightfv(GL_LIGHT1, GL_AMBIENT, ambient_light); glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse_light); glLightfv(GL_LIGHT1, GL_SPECULAR, specular_light); + gl::enable(GL_LIGHT1); has_zone_light = true; } @@ -329,7 +347,7 @@ void draw_globe(const core::EntityGlobe* globe) gl::enable(GL_TEXTURE_2D); } - // draw the globe an apply rotation if required + // draw the globe and apply rotation if required gl::push(); gl::translate(location); gl::multmatrix(globe->axis()); diff --git a/src/render/render.cc b/src/render/render.cc index 3d538da..dae1cf5 100644 --- a/src/render/render.cc +++ b/src/render/render.cc @@ -102,13 +102,13 @@ void init(int width, int height) r_lights = core::Cvar::get("r_lights", "1", core::Cvar::Archive); r_lights->set_info("[bool] render lights"); - r_ambient = core::Cvar::get("r_ambient", "0.1", core::Cvar::Archive); + r_ambient = core::Cvar::get("r_ambient", "1.0", core::Cvar::Archive); r_ambient->set_info("[float] ambient light intensity"); - r_diffuse = core::Cvar::get("r_diffuse", "0.2", core::Cvar::Archive); + r_diffuse = core::Cvar::get("r_diffuse", "1.0", core::Cvar::Archive); r_diffuse->set_info("[float] diffuse light intensity"); - r_specular = core::Cvar::get("r_specular", "0.2", core::Cvar::Archive); + r_specular = core::Cvar::get("r_specular", "1.0", core::Cvar::Archive); r_specular->set_info("[float] specular light intensity"); r_physics = core::Cvar::get("r_physics", "0", core::Cvar::Archive); diff --git a/src/render/state.cc b/src/render/state.cc index dbcb276..538d784 100644 --- a/src/render/state.cc +++ b/src/render/state.cc @@ -136,13 +136,18 @@ void State::clear() gl::shademodel(GL_SMOOTH); //gl::shademodel(GL_FLAT); + // lighting model + GLfloat global_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient); + glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); + // color tracking glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // material settings - GLfloat specular_reflectance[] = { 0.2f, 0.2f, 0.2f, 1.0f }; + GLfloat specular_reflectance[] = { 1.0f, 1.0f, 1.0f, 1.0f }; glMaterialfv(GL_FRONT, GL_SPECULAR, specular_reflectance); - glMateriali(GL_FRONT, GL_SHININESS, 128); // shininess 1-128 + glMateriali(GL_FRONT, GL_SHININESS, 8); // shininess 1-128 // alpha blending function gl::blendfunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |