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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@ -103,6 +103,8 @@ byte *GfxTinyGL::setupScreen(int screenW, int screenH, bool fullscreen) {
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TGLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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tglLightModelfv(TGL_LIGHT_MODEL_AMBIENT, ambientSource);
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TGLfloat diffuseReflectance[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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tglMaterialfv(TGL_FRONT, TGL_DIFFUSE, diffuseReflectance);
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// we now generate a buffer (id 1), which we will use as a backing buffer, where the actors' clean buffers
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// will blit to. everu frame this will be blitted to screen, but the actors' buffers will be blitted to
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@ -894,11 +896,13 @@ void GfxTinyGL::setupLight(Light *light, int lightId) {
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float lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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float lightDir[] = { 0.0f, 0.0f, -1.0f };
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float cutoff = 180.0f;
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float spot_exp = 0.0f;
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float q_attenuation = 1.0f;
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float intensity = light->_intensity / 1.3f;
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lightColor[0] = ((float)light->_color.getRed() / 15.0f) * intensity;
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lightColor[1] = ((float)light->_color.getGreen() / 15.0f) * intensity;
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lightColor[2] = ((float)light->_color.getBlue() / 15.0f) * intensity;
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float intensity = light->_intensity / 15.0f;
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lightColor[0] = (float)light->_color.getRed() * intensity;
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lightColor[1] = (float)light->_color.getGreen() * intensity;
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lightColor[2] = (float)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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@ -916,18 +920,18 @@ void GfxTinyGL::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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/* FIXME: TGL_SPOT_CUTOFF should be light->_penumbraangle, but there
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seems to be a bug in tinygl as it renders differently from OpenGL.
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Reproducing: turn off all lights (comment out), go to scene "al",
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and walk along left wall under the lamp. */
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cutoff = 90.0f;
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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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tglDisable(TGL_LIGHT0 + lightId);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
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tglLightfv(TGL_LIGHT0 + lightId, TGL_SPOT_DIRECTION, lightDir);
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tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_EXPONENT, spot_exp);
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tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, cutoff);
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tglLightf(TGL_LIGHT0 + lightId, TGL_QUADRATIC_ATTENUATION, q_attenuation);
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tglEnable(TGL_LIGHT0 + lightId);
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}
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@ -1,4 +1,4 @@
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const float CONSTANT_ATTENUATION = 0.0;
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const float CONSTANT_ATTENUATION = 1.0;
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const float LINEAR_ATTENUATION = 0.0;
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const float QUADRATIC_ATTENUATION = 1.0;
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@ -118,7 +118,7 @@ void glopLight(GLContext *c, GLParam *p) {
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l->spot_direction.X = v.X;
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l->spot_direction.Y = v.Y;
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l->spot_direction.Z = v.Z;
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l->norm_spot_direction = l->spot_direction;
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c->matrix_stack_ptr[0]->transform3x3(l->spot_direction, l->norm_spot_direction);
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l->norm_spot_direction.normalize();
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break;
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case TGL_SPOT_EXPONENT:
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