dungeon_crawler

annotate prototype/src/light.cc @ 46:f3030df27110

debugging the particles
author John Tsiombikas <nuclear@mutantstargoat.com>
date Thu, 13 Sep 2012 06:33:51 +0300
parents acfe0c0110fc
children aa86119e3295
rev   line source
nuclear@38 1 #include <stdlib.h>
nuclear@4 2 #include "opengl.h"
nuclear@4 3 #include "light.h"
nuclear@33 4 #include "renderer.h"
nuclear@38 5 #include "timer.h"
nuclear@4 6
nuclear@4 7 Light::Light(const Color &col)
nuclear@4 8 : color(col)
nuclear@4 9 {
nuclear@4 10 intensity = 1.0;
nuclear@23 11 vbo = 0;
nuclear@23 12 num_faces = 0;
nuclear@38 13
nuclear@38 14 flicker_offset = 2.0 * (float)rand() / (float)RAND_MAX;
nuclear@4 15 }
nuclear@4 16
nuclear@4 17 Light::~Light() {}
nuclear@4 18
nuclear@4 19 void Light::set_intensity(float val)
nuclear@4 20 {
nuclear@4 21 intensity = val;
nuclear@4 22 }
nuclear@4 23
nuclear@4 24 void Light::set_color(const Color &col)
nuclear@4 25 {
nuclear@4 26 color = col;
nuclear@4 27 }
nuclear@4 28
nuclear@21 29 Color Light::get_color(bool with_intensity) const
nuclear@21 30 {
nuclear@21 31 return with_intensity ? color * intensity : color;
nuclear@21 32 }
nuclear@21 33
nuclear@4 34 void Light::use(int id) const
nuclear@4 35 {
nuclear@4 36 glLightfv(GL_LIGHT0 + id, GL_DIFFUSE, &color.x);
nuclear@4 37 glLightfv(GL_LIGHT0 + id, GL_SPECULAR, &color.x);
nuclear@4 38 }
nuclear@4 39
nuclear@23 40 void Light::draw() const
nuclear@23 41 {
nuclear@23 42 if(!vbo) {
nuclear@23 43 if(!((Light*)this)->create_mesh()) {
nuclear@23 44 return;
nuclear@23 45 }
nuclear@23 46 }
nuclear@23 47
nuclear@23 48 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@23 49 glBindBuffer(GL_ARRAY_BUFFER, vbo);
nuclear@23 50 glVertexPointer(3, GL_FLOAT, 0, 0);
nuclear@23 51
nuclear@23 52 glDrawArrays(GL_TRIANGLES, 0, num_faces * 3);
nuclear@23 53
nuclear@27 54 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@23 55 glDisableClientState(GL_VERTEX_ARRAY);
nuclear@23 56 }
nuclear@23 57
nuclear@23 58 bool Light::create_mesh()
nuclear@23 59 {
nuclear@23 60 fprintf(stderr, "%s: undefined\n", __FUNCTION__);
nuclear@23 61 return false;
nuclear@23 62 }
nuclear@23 63
nuclear@4 64
nuclear@4 65 PointLight::PointLight()
nuclear@33 66 : Light(Color(1.0, 1.0, 1.0))
nuclear@4 67 {
nuclear@4 68 atten[0] = 1.0f;
nuclear@4 69 atten[1] = 0.0f;
nuclear@4 70 atten[2] = 0.0f;
nuclear@21 71 radius = 1.0;
nuclear@4 72 }
nuclear@4 73
nuclear@4 74 PointLight::PointLight(const Vector3 &pos, const Color &col)
nuclear@4 75 : Light(col)
nuclear@4 76 {
nuclear@4 77 this->pos = pos;
nuclear@4 78 atten[0] = 1.0f;
nuclear@4 79 atten[1] = 0.0f;
nuclear@4 80 atten[2] = 0.0f;
nuclear@21 81 radius = 1.0;
nuclear@4 82 }
nuclear@4 83
nuclear@4 84 void PointLight::set_position(const Vector3 &pos)
nuclear@4 85 {
nuclear@4 86 this->pos = pos;
nuclear@4 87 }
nuclear@4 88
nuclear@46 89 const Vector3 &PointLight::get_position() const
nuclear@46 90 {
nuclear@46 91 return pos;
nuclear@46 92 }
nuclear@46 93
nuclear@4 94 void PointLight::set_attenuation(float att_const, float att_lin, float att_quad)
nuclear@4 95 {
nuclear@4 96 atten[0] = att_const;
nuclear@4 97 atten[1] = att_lin;
nuclear@4 98 atten[2] = att_quad;
nuclear@4 99 }
nuclear@4 100
nuclear@21 101 void PointLight::set_radius(float rad)
nuclear@21 102 {
nuclear@21 103 radius = rad;
nuclear@21 104 }
nuclear@21 105
nuclear@21 106 float PointLight::get_radius() const
nuclear@21 107 {
nuclear@21 108 return radius;
nuclear@21 109 }
nuclear@21 110
nuclear@4 111 void PointLight::use(int id) const
nuclear@4 112 {
nuclear@4 113 float lpos[] = {pos.x, pos.y, pos.z, 1.0f};
nuclear@4 114 glLightfv(GL_LIGHT0 + id, GL_POSITION, lpos);
nuclear@4 115 glLightf(GL_LIGHT0 + id, GL_CONSTANT_ATTENUATION, atten[0]);
nuclear@4 116 glLightf(GL_LIGHT0 + id, GL_LINEAR_ATTENUATION, atten[1]);
nuclear@4 117 glLightf(GL_LIGHT0 + id, GL_QUADRATIC_ATTENUATION, atten[2]);
nuclear@4 118 }
nuclear@4 119
nuclear@23 120 void PointLight::draw() const
nuclear@23 121 {
nuclear@41 122 unsigned int sdr = rend->get_current_program();
nuclear@33 123 if(sdr) {
nuclear@33 124 int loc;
nuclear@33 125 if((loc = glGetUniformLocation(sdr, "light_radius")) != -1) {
nuclear@33 126 glUniform1f(loc, radius);
nuclear@33 127 }
nuclear@33 128 if((loc = glGetUniformLocation(sdr, "light_color")) != -1) {
nuclear@38 129 float t = get_time_msec() / 1000.0 + flicker_offset * 4.0;
nuclear@38 130 float intens = fbm1(t * 2.0, 2) * 0.5 + 1.0;
nuclear@38 131 glUniform3f(loc, color.x * intens, color.y * intens, color.z * intens);
nuclear@33 132 }
nuclear@33 133 }
nuclear@33 134
nuclear@29 135 glMatrixMode(GL_MODELVIEW);
nuclear@29 136 glPushMatrix();
nuclear@29 137 glTranslatef(pos.x, pos.y, pos.z);
nuclear@29 138 glScalef(radius, radius, radius);
nuclear@23 139
nuclear@23 140 Light::draw();
nuclear@23 141
nuclear@29 142 glPopMatrix();
nuclear@23 143 }
nuclear@23 144
nuclear@23 145
nuclear@23 146
nuclear@23 147 Vector3 sphvertex(float u, float v)
nuclear@23 148 {
nuclear@23 149 float theta = u * M_PI * 2.0;
nuclear@23 150 float phi = v * M_PI;
nuclear@23 151
nuclear@23 152 Vector3 res;
nuclear@25 153 res.x = sin(theta) * sin(phi);
nuclear@25 154 res.y = cos(phi);
nuclear@25 155 res.z = cos(theta) * sin(phi);
nuclear@23 156 return res;
nuclear@23 157 }
nuclear@23 158
nuclear@23 159
nuclear@23 160 bool PointLight::create_mesh()
nuclear@23 161 {
nuclear@23 162 const static int udiv = 8;
nuclear@23 163 const static int vdiv = 4;
nuclear@23 164
nuclear@23 165 int nquads = udiv * vdiv;
nuclear@23 166 num_faces = nquads * 2;
nuclear@23 167 int nverts = num_faces * 3;
nuclear@23 168
nuclear@23 169 float du = 1.0 / (float)udiv;
nuclear@23 170 float dv = 1.0 / (float)vdiv;
nuclear@23 171
nuclear@23 172 glGenBuffers(1, &vbo);
nuclear@23 173 glBindBuffer(GL_ARRAY_BUFFER, vbo);
nuclear@23 174 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof(Vector3), 0, GL_STATIC_DRAW);
nuclear@23 175
nuclear@23 176 Vector3 *vptr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
nuclear@23 177
nuclear@23 178 for(int i=0; i<vdiv; i++) {
nuclear@23 179 float v = (float)i / (float)vdiv;
nuclear@23 180 for(int j=0; j<udiv; j++) {
nuclear@23 181 float u = (float)j / (float)udiv;
nuclear@23 182
nuclear@29 183 *vptr++ = sphvertex(u, v + dv);
nuclear@29 184 *vptr++ = sphvertex(u + du, v);
nuclear@23 185 *vptr++ = sphvertex(u, v);
nuclear@29 186
nuclear@29 187 *vptr++ = sphvertex(u, v + dv);
nuclear@29 188 *vptr++ = sphvertex(u + du, v + dv);
nuclear@23 189 *vptr++ = sphvertex(u + du, v);
nuclear@23 190 }
nuclear@23 191 }
nuclear@23 192 glUnmapBuffer(GL_ARRAY_BUFFER);
nuclear@27 193 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@23 194 return true;
nuclear@23 195 }
nuclear@4 196
nuclear@4 197 void set_light(int id, const Light *lt)
nuclear@4 198 {
nuclear@4 199 if(lt) {
nuclear@4 200 glDisable(GL_LIGHT0 + id);
nuclear@4 201 } else {
nuclear@4 202 glEnable(GL_LIGHT0 + id);
nuclear@4 203 lt->use(id);
nuclear@4 204 }
nuclear@4 205 }