Merge pull request #1177 from vpelletier/for_upstream
GRIM: Assorted lighting fixes
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commit
0eb20ae8d5
4 changed files with 26 additions and 25 deletions
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@ -158,8 +158,8 @@ byte *GfxOpenGL::setupScreen(int screenW, int screenH, bool fullscreen) {
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GLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientSource);
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GLfloat specularReflectance[] = { 0.3f, 0.3f, 0.3f, 1.0f };
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specularReflectance);
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GLfloat diffuseReflectance[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseReflectance);
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if (g_grim->getGameType() == GType_GRIM) {
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glPolygonOffset(-6.0, -6.0);
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@ -972,17 +972,17 @@ void GfxOpenGL::setupLight(Light *light, int lightId) {
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}
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glEnable(GL_LIGHTING);
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GLfloat diffuse[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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GLfloat specular[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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GLfloat lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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GLfloat lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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GLfloat lightDir[] = { 0.0f, 0.0f, -1.0f };
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GLfloat cutoff = 180.0f;
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GLfloat spot_exp = 0.0f;
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GLfloat q_attenuation = 1.0f;
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GLfloat intensity = light->_intensity;
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diffuse[0] = ((GLfloat)light->_color.getRed() / 15.0f) * intensity;
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diffuse[1] = ((GLfloat)light->_color.getGreen() / 15.0f) * intensity;
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diffuse[2] = ((GLfloat)light->_color.getBlue() / 15.0f) * intensity;
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GLfloat intensity = light->_intensity / 15.0f;
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lightColor[0] = (GLfloat)light->_color.getRed() * intensity;
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lightColor[1] = (GLfloat)light->_color.getGreen() * intensity;
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lightColor[2] = (GLfloat)light->_color.getBlue() * intensity;
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if (light->_type == Light::Omni) {
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lightPos[0] = light->_pos.x();
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@ -1000,21 +1000,18 @@ void GfxOpenGL::setupLight(Light *light, int lightId) {
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lightDir[0] = light->_dir.x();
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lightDir[1] = light->_dir.y();
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lightDir[2] = light->_dir.z();
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specular[0] = diffuse[0];
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specular[1] = diffuse[1];
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specular[2] = diffuse[2];
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spot_exp = 2.0f;
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cutoff = light->_penumbraangle;
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q_attenuation = 0.0f;
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}
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glDisable(GL_LIGHT0 + lightId);
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glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0 + lightId, GL_SPECULAR, specular);
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glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, lightColor);
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glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
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glLightfv(GL_LIGHT0 + lightId, GL_SPOT_DIRECTION, lightDir);
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glLightf(GL_LIGHT0 + lightId, GL_SPOT_EXPONENT, spot_exp);
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glLightf(GL_LIGHT0 + lightId, GL_SPOT_CUTOFF, cutoff);
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glLightf(GL_LIGHT0 + lightId, GL_QUADRATIC_ATTENUATION, 0.2f);
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glLightf(GL_LIGHT0 + lightId, GL_QUADRATIC_ATTENUATION, q_attenuation);
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glEnable(GL_LIGHT0 + lightId);
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}
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