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-rw-r--r--src/render/draw.cc10
-rw-r--r--src/render/render.cc13
-rw-r--r--src/render/render.h6
3 files changed, 24 insertions, 5 deletions
diff --git a/src/render/draw.cc b/src/render/draw.cc
index 0016bcf..9e6bb5a 100644
--- a/src/render/draw.cc
+++ b/src/render/draw.cc
@@ -60,9 +60,9 @@ void pass_prepare(float seconds)
// lighting settings for the default light GL_LIGHT0
GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
- GLfloat ambient_light[] = { 0.01f, 0.01f, 0.01f, 1.0f };
- GLfloat diffuse_light[] = { 0.2f, 0.2f, 0.2f, 1.0f };
- GLfloat specular_light[] = { 0.2f, 0.2f, 0.2f, 1.0f };
+ 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 };
for (size_t i = 0; i < 3; i++) {
light_position[i] = Camera::eye()[i];
@@ -107,12 +107,12 @@ 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[] = { 0.2f, 0.2f, 0.2f, 1.0f };
+ GLfloat specular_light[] = { r_specular->value(), r_specular->value(), r_specular->value(), 1.0f };
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] * 0.4f;
+ diffuse_light[i] = globe->color()[i] * (r_diffuse->value() * 2);
}
zone_light[3] = 1.0f;
diffuse_light[3] = 1.0f;
diff --git a/src/render/render.cc b/src/render/render.cc
index 66b7d42..384280c 100644
--- a/src/render/render.cc
+++ b/src/render/render.cc
@@ -39,6 +39,10 @@ core::Cvar *r_collision = 0;
core::Cvar *r_normals = 0;
core::Cvar *r_normalize = 0;
+core::Cvar *r_ambient = 0;
+core::Cvar *r_diffuse = 0;
+core::Cvar *r_specular = 0;
+
void func_list_textures(std::string const &args)
{
Textures::list();
@@ -92,6 +96,15 @@ void init(int width, int height)
r_particles = core::Cvar::get("r_particles", "1", core::Cvar::Archive);
r_particles->set_info("[bool] render particles");
+
+ r_ambient = core::Cvar::get("r_ambient", "0.1", 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->set_info("[float] diffuse light intensity");
+
+ r_specular = core::Cvar::get("r_specular", "0.2", core::Cvar::Archive);
+ r_specular->set_info("[float] specular light intensity");
/*
r_collision = core::Cvar::get("r_collision", "1", core::Cvar::Archive);
r_collision->set_info("[bool] render collision (server side only)");
diff --git a/src/render/render.h b/src/render/render.h
index 4d2e9c2..190cdb5 100644
--- a/src/render/render.h
+++ b/src/render/render.h
@@ -62,6 +62,12 @@ extern core::Cvar *r_collision;
extern core::Cvar *r_mipmap;
/// use GL_NORMALIZE instead of GL_RESCALE_NORMAL
extern core::Cvar *r_normalize;
+/// ambient light intensity
+extern core::Cvar *r_ambient;
+/// diffuse light intensity
+extern core::Cvar *r_diffuse;
+/// specular light intensity
+extern core::Cvar *r_specular;
inline RenderExt *ext_render(const core::Entity *entity)
{