[Scummvm-cvs-logs] SF.net SVN: scummvm: [22494] residual/trunk
aquadran at users.sourceforge.net
aquadran at users.sourceforge.net
Tue May 16 12:06:23 CEST 2006
Revision: 22494
Author: aquadran
Date: 2006-05-16 12:04:09 -0700 (Tue, 16 May 2006)
ViewCVS: http://svn.sourceforge.net/scummvm/?rev=22494&view=rev
Log Message:
-----------
improved a bit setup of lights
Modified Paths:
--------------
residual/trunk/driver_gl.cpp
residual/trunk/driver_tinygl.cpp
Modified: residual/trunk/driver_gl.cpp
===================================================================
--- residual/trunk/driver_gl.cpp 2006-05-16 17:38:04 UTC (rev 22493)
+++ residual/trunk/driver_gl.cpp 2006-05-16 19:04:09 UTC (rev 22494)
@@ -193,56 +193,69 @@
void DriverGL::setupLight(Scene::Light *light, int lightId) {
glEnable(GL_LIGHTING);
- float ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
- float diffuseLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
- float specularLight[] = { 0.0f, 0.0f, 0.0f, 1.0f };
- float lightPos[] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ float ambientLight[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ float lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ float lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
float lightDir[] = { 0.0f, 0.0f, 0.0f, 0.0f };
+
lightPos[0] = light->_pos.x();
lightPos[1] = light->_pos.y();
lightPos[2] = light->_pos.z();
- ambientLight[0] = (float)light->_color.red() / 256.0f;
- ambientLight[1] = (float)light->_color.blue() / 256.0f;
- ambientLight[2] = (float)light->_color.green() / 256.0f;
-// diffuseLight[0] = (float)light->_intensity;
-// diffuseLight[1] = (float)light->_intensity;
-// diffuseLight[2] = (float)light->_intensity;
+// lightColor[0] = (float)light->_color.red() / 256.0f;
+// lightColor[1] = (float)light->_color.blue() / 256.0f;
+// lightColor[2] = (float)light->_color.green() / 256.0f;
if (strcmp(light->_type.c_str(), "omni") == 0) {
-// glLightfv(GL_LIGHT0 + lightId, GL_AMBIENT, ambientLight);
- glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, diffuseLight);
- glLightfv(GL_LIGHT0 + lightId, GL_SPECULAR, specularLight);
+ ambientLight[0] = (float)light->_color.red() / 256.0f;
+ ambientLight[1] = (float)light->_color.blue() / 256.0f;
+ ambientLight[2] = (float)light->_color.green() / 256.0f;
+ lightColor[0] = light->_intensity / 2;
+ lightColor[1] = light->_intensity / 2;
+ lightColor[2] = light->_intensity / 2;
+ glDisable(GL_LIGHT0 + lightId);
glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
-// glLightf(GL_LIGHT0 + lightId, GL_SPOT_CUTOFF, 1.8f);
-// glLightf(GL_LIGHT0 + lightId, GL_LINEAR_ATTENUATION, light->_intensity);
+ glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, lightColor);
+ glLightfv(GL_LIGHT0 + lightId, GL_AMBIENT, ambientLight);
+ glLightfv(GL_LIGHT0 + lightId, GL_SPECULAR, lightColor);
glEnable(GL_LIGHT0 + lightId);
} else if (strcmp(light->_type.c_str(), "direct") == 0) {
+ glDisable(GL_LIGHT0 + lightId);
+ ambientLight[0] = (float)light->_color.red() / 256.0f;
+ ambientLight[1] = (float)light->_color.blue() / 256.0f;
+ ambientLight[2] = (float)light->_color.green() / 256.0f;
+ lightColor[0] = light->_intensity;
+ lightColor[1] = light->_intensity;
+ lightColor[2] = light->_intensity;
lightDir[0] = light->_dir.x();
lightDir[1] = light->_dir.y();
lightDir[2] = light->_dir.z();
- lightDir[3] = 0.0f;
-// glLightfv(GL_LIGHT0 + lightId, GL_AMBIENT, ambientLight);
- glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, diffuseLight);
- glLightfv(GL_LIGHT0 + lightId, GL_SPECULAR, specularLight);
- glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
+// glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
+ glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, lightColor);
+ glLightfv(GL_LIGHT0 + lightId, GL_AMBIENT, ambientLight);
+ glLightfv(GL_LIGHT0 + lightId, GL_SPECULAR, lightColor);
glLightfv(GL_LIGHT0 + lightId, GL_SPOT_DIRECTION, lightDir);
-// glLightf(GL_LIGHT0 + lightId, GL_SPOT_CUTOFF, 1.8f);
-// glLightf(GL_LIGHT0 + lightId, GL_SPOT_EXPONENT, 2.0f);
-// glLightf(GL_LIGHT0 + lightId, GL_LINEAR_ATTENUATION, light->_intensity);
+ glLightf(GL_LIGHT0 + lightId, GL_CONSTANT_ATTENUATION, 0.0f);
+ glLightf(GL_LIGHT0 + lightId, GL_LINEAR_ATTENUATION, 0.0f);
+ glLightf(GL_LIGHT0 + lightId, GL_QUADRATIC_ATTENUATION, 1.0f);
glEnable(GL_LIGHT0 + lightId);
} else if (strcmp(light->_type.c_str(), "spot") == 0) {
+ glDisable(GL_LIGHT0 + lightId);
+ lightColor[0] = (float)light->_color.red() / 256.0f;
+ lightColor[1] = (float)light->_color.blue() / 256.0f;
+ lightColor[2] = (float)light->_color.green() / 256.0f;
lightDir[0] = light->_dir.x();
lightDir[1] = light->_dir.y();
lightDir[2] = light->_dir.z();
- lightDir[3] = 0.0f;
-// glLightfv(GL_LIGHT0 + lightId, GL_AMBIENT, ambientLight);
- glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, diffuseLight);
- glLightfv(GL_LIGHT0 + lightId, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
+ glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, lightColor);
+ glLightfv(GL_LIGHT0 + lightId, GL_AMBIENT, ambientLight);
+ glLightfv(GL_LIGHT0 + lightId, GL_SPECULAR, lightColor);
glLightfv(GL_LIGHT0 + lightId, GL_SPOT_DIRECTION, lightDir);
-// glLightf(GL_LIGHT0 + lightId, GL_SPOT_CUTOFF, 1.8f);
-// glLightf(GL_LIGHT0 + lightId, GL_SPOT_EXPONENT, 2.0f);
-// glLightf(GL_LIGHT0 + lightId, GL_LINEAR_ATTENUATION, light->_intensity);
+ glLightf(GL_LIGHT0 + lightId, GL_SPOT_EXPONENT, 64.0f * light->_intensity);
+ glLightf(GL_LIGHT0 + lightId, GL_SPOT_CUTOFF, 90.0f);
+ glLightf(GL_LIGHT0 + lightId, GL_CONSTANT_ATTENUATION, 0.0f);
+ glLightf(GL_LIGHT0 + lightId, GL_LINEAR_ATTENUATION, 0.0f);
+ glLightf(GL_LIGHT0 + lightId, GL_QUADRATIC_ATTENUATION, 1.0f);
glEnable(GL_LIGHT0 + lightId);
} else {
error("Scene::setupLights() Unknown type of light: %s", light->_type.c_str());
Modified: residual/trunk/driver_tinygl.cpp
===================================================================
--- residual/trunk/driver_tinygl.cpp 2006-05-16 17:38:04 UTC (rev 22493)
+++ residual/trunk/driver_tinygl.cpp 2006-05-16 19:04:09 UTC (rev 22494)
@@ -247,56 +247,69 @@
void DriverTinyGL::setupLight(Scene::Light *light, int lightId) {
assert(lightId < TGL_MAX_LIGHTS);
tglEnable(TGL_LIGHTING);
- float ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
- float diffuseLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
- float specularLight[] = { 0.0f, 0.0f, 0.0f, 1.0f };
- float lightPos[] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ float ambientLight[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ float lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ float lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
float lightDir[] = { 0.0f, 0.0f, 0.0f, 0.0f };
+
lightPos[0] = light->_pos.x();
lightPos[1] = light->_pos.y();
lightPos[2] = light->_pos.z();
- ambientLight[0] = (float)light->_color.red() / 256.0f;
- ambientLight[1] = (float)light->_color.blue() / 256.0f;
- ambientLight[2] = (float)light->_color.green() / 256.0f;
-// diffuseLight[0] = (float)light->_intensity;
-// diffuseLight[1] = (float)light->_intensity;
-// diffuseLight[2] = (float)light->_intensity;
+// lightColor[0] = (float)light->_color.red() / 256.0f;
+// lightColor[1] = (float)light->_color.blue() / 256.0f;
+// lightColor[2] = (float)light->_color.green() / 256.0f;
if (strcmp(light->_type.c_str(), "omni") == 0) {
-// tglLightfv(TGL_LIGHT0 + lightId, TGL_AMBIENT, ambientLight);
- tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, diffuseLight);
- tglLightfv(TGL_LIGHT0 + lightId, TGL_SPECULAR, specularLight);
+ ambientLight[0] = (float)light->_color.red() / 256.0f;
+ ambientLight[1] = (float)light->_color.blue() / 256.0f;
+ ambientLight[2] = (float)light->_color.green() / 256.0f;
+ lightColor[0] = light->_intensity / 2;
+ lightColor[1] = light->_intensity / 2;
+ lightColor[2] = light->_intensity / 2;
+ tglDisable(TGL_LIGHT0 + lightId);
tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
-// tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, 1.8f);
-// tglLightf(TGL_LIGHT0 + lightId, TGL_LINEAR_ATTENUATION, light->_intensity);
+ tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
+ tglLightfv(TGL_LIGHT0 + lightId, TGL_AMBIENT, ambientLight);
+ tglLightfv(TGL_LIGHT0 + lightId, TGL_SPECULAR, lightColor);
tglEnable(TGL_LIGHT0 + lightId);
} else if (strcmp(light->_type.c_str(), "direct") == 0) {
+ tglDisable(TGL_LIGHT0 + lightId);
+ ambientLight[0] = (float)light->_color.red() / 256.0f;
+ ambientLight[1] = (float)light->_color.blue() / 256.0f;
+ ambientLight[2] = (float)light->_color.green() / 256.0f;
+ lightColor[0] = light->_intensity;
+ lightColor[1] = light->_intensity;
+ lightColor[2] = light->_intensity;
lightDir[0] = light->_dir.x();
lightDir[1] = light->_dir.y();
lightDir[2] = light->_dir.z();
- lightDir[3] = 0.0f;
-// tglLightfv(TGL_LIGHT0 + lightId, TGL_AMBIENT, ambientLight);
- tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, diffuseLight);
- tglLightfv(TGL_LIGHT0 + lightId, TGL_SPECULAR, specularLight);
- tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
+// tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
+ tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
+ tglLightfv(TGL_LIGHT0 + lightId, TGL_AMBIENT, ambientLight);
+ tglLightfv(TGL_LIGHT0 + lightId, TGL_SPECULAR, lightColor);
tglLightfv(TGL_LIGHT0 + lightId, TGL_SPOT_DIRECTION, lightDir);
-// tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, 1.8f);
-// tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_EXPONENT, 2.0f);
-// tglLightf(TGL_LIGHT0 + lightId, TGL_LINEAR_ATTENUATION, light->_intensity);
+// tglLightf(TGL_LIGHT0 + lightId, TGL_CONSTANT_ATTENUATION, 0.0f);
+// tglLightf(TGL_LIGHT0 + lightId, TGL_LINEAR_ATTENUATION, 0.0f);
+// tglLightf(TGL_LIGHT0 + lightId, TGL_QUADRATIC_ATTENUATION, 1.0f);
tglEnable(TGL_LIGHT0 + lightId);
} else if (strcmp(light->_type.c_str(), "spot") == 0) {
+ tglDisable(TGL_LIGHT0 + lightId);
+ lightColor[0] = (float)light->_color.red() / 256.0f;
+ lightColor[1] = (float)light->_color.blue() / 256.0f;
+ lightColor[2] = (float)light->_color.green() / 256.0f;
lightDir[0] = light->_dir.x();
lightDir[1] = light->_dir.y();
lightDir[2] = light->_dir.z();
- lightDir[3] = 0.0f;
-// tglLightfv(TGL_LIGHT0 + lightId, TGL_AMBIENT, ambientLight);
- tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, diffuseLight);
- tglLightfv(TGL_LIGHT0 + lightId, TGL_SPECULAR, specularLight);
tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
+ tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
+ tglLightfv(TGL_LIGHT0 + lightId, TGL_AMBIENT, ambientLight);
+ tglLightfv(TGL_LIGHT0 + lightId, TGL_SPECULAR, lightColor);
tglLightfv(TGL_LIGHT0 + lightId, TGL_SPOT_DIRECTION, lightDir);
-// tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, 1.8f);
-// tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_EXPONENT, 2.0f);
-// tglLightf(TGL_LIGHT0 + lightId, TGL_LINEAR_ATTENUATION, light->_intensity);
+ tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_EXPONENT, 64.0f * light->_intensity);
+ tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, 90.0f);
+ tglLightf(TGL_LIGHT0 + lightId, TGL_CONSTANT_ATTENUATION, 0.0f);
+ tglLightf(TGL_LIGHT0 + lightId, TGL_LINEAR_ATTENUATION, 0.0f);
+ tglLightf(TGL_LIGHT0 + lightId, TGL_QUADRATIC_ATTENUATION, 1.0f);
tglEnable(TGL_LIGHT0 + lightId);
} else {
error("Scene::setupLights() Unknown type of light: %s", light->_type.c_str());
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