Merge pull request #1177 from vpelletier/for_upstream

GRIM: Assorted lighting fixes
This commit is contained in:
Paweł Kołodziejski 2015-08-16 08:53:18 +02:00
commit 0eb20ae8d5
4 changed files with 26 additions and 25 deletions

View file

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

View file

@ -103,6 +103,8 @@ byte *GfxTinyGL::setupScreen(int screenW, int screenH, bool fullscreen) {
TGLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f }; TGLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f };
tglLightModelfv(TGL_LIGHT_MODEL_AMBIENT, ambientSource); tglLightModelfv(TGL_LIGHT_MODEL_AMBIENT, ambientSource);
TGLfloat diffuseReflectance[] = { 1.0f, 1.0f, 1.0f, 1.0f };
tglMaterialfv(TGL_FRONT, TGL_DIFFUSE, diffuseReflectance);
// we now generate a buffer (id 1), which we will use as a backing buffer, where the actors' clean buffers // we now generate a buffer (id 1), which we will use as a backing buffer, where the actors' clean buffers
// will blit to. everu frame this will be blitted to screen, but the actors' buffers will be blitted to // will blit to. everu frame this will be blitted to screen, but the actors' buffers will be blitted to
@ -894,11 +896,13 @@ void GfxTinyGL::setupLight(Light *light, int lightId) {
float lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f }; float lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
float lightDir[] = { 0.0f, 0.0f, -1.0f }; float lightDir[] = { 0.0f, 0.0f, -1.0f };
float cutoff = 180.0f; float cutoff = 180.0f;
float spot_exp = 0.0f;
float q_attenuation = 1.0f;
float intensity = light->_intensity / 1.3f; float intensity = light->_intensity / 15.0f;
lightColor[0] = ((float)light->_color.getRed() / 15.0f) * intensity; lightColor[0] = (float)light->_color.getRed() * intensity;
lightColor[1] = ((float)light->_color.getGreen() / 15.0f) * intensity; lightColor[1] = (float)light->_color.getGreen() * intensity;
lightColor[2] = ((float)light->_color.getBlue() / 15.0f) * intensity; lightColor[2] = (float)light->_color.getBlue() * intensity;
if (light->_type == Light::Omni) { if (light->_type == Light::Omni) {
lightPos[0] = light->_pos.x(); lightPos[0] = light->_pos.x();
@ -916,18 +920,18 @@ void GfxTinyGL::setupLight(Light *light, int lightId) {
lightDir[0] = light->_dir.x(); lightDir[0] = light->_dir.x();
lightDir[1] = light->_dir.y(); lightDir[1] = light->_dir.y();
lightDir[2] = light->_dir.z(); lightDir[2] = light->_dir.z();
/* FIXME: TGL_SPOT_CUTOFF should be light->_penumbraangle, but there spot_exp = 2.0f;
seems to be a bug in tinygl as it renders differently from OpenGL. cutoff = light->_penumbraangle;
Reproducing: turn off all lights (comment out), go to scene "al", q_attenuation = 0.0f;
and walk along left wall under the lamp. */
cutoff = 90.0f;
} }
tglDisable(TGL_LIGHT0 + lightId); tglDisable(TGL_LIGHT0 + lightId);
tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor); tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos); tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
tglLightfv(TGL_LIGHT0 + lightId, TGL_SPOT_DIRECTION, lightDir); tglLightfv(TGL_LIGHT0 + lightId, TGL_SPOT_DIRECTION, lightDir);
tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_EXPONENT, spot_exp);
tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, cutoff); tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, cutoff);
tglLightf(TGL_LIGHT0 + lightId, TGL_QUADRATIC_ATTENUATION, q_attenuation);
tglEnable(TGL_LIGHT0 + lightId); tglEnable(TGL_LIGHT0 + lightId);
} }

View file

@ -1,4 +1,4 @@
const float CONSTANT_ATTENUATION = 0.0; const float CONSTANT_ATTENUATION = 1.0;
const float LINEAR_ATTENUATION = 0.0; const float LINEAR_ATTENUATION = 0.0;
const float QUADRATIC_ATTENUATION = 1.0; const float QUADRATIC_ATTENUATION = 1.0;

View file

@ -118,7 +118,7 @@ void glopLight(GLContext *c, GLParam *p) {
l->spot_direction.X = v.X; l->spot_direction.X = v.X;
l->spot_direction.Y = v.Y; l->spot_direction.Y = v.Y;
l->spot_direction.Z = v.Z; l->spot_direction.Z = v.Z;
l->norm_spot_direction = l->spot_direction; c->matrix_stack_ptr[0]->transform3x3(l->spot_direction, l->norm_spot_direction);
l->norm_spot_direction.normalize(); l->norm_spot_direction.normalize();
break; break;
case TGL_SPOT_EXPONENT: case TGL_SPOT_EXPONENT: