[Scummvm-cvs-logs] SF.net SVN: scummvm:[34392] residual/trunk/engine/backend/platform/sdl
aquadran at users.sourceforge.net
aquadran at users.sourceforge.net
Sat Sep 6 22:56:44 CEST 2008
Revision: 34392
http://scummvm.svn.sourceforge.net/scummvm/?rev=34392&view=rev
Author: aquadran
Date: 2008-09-06 20:56:43 +0000 (Sat, 06 Sep 2008)
Log Message:
-----------
better light setup, spot lights still not correct
Modified Paths:
--------------
residual/trunk/engine/backend/platform/sdl/driver_gl.cpp
residual/trunk/engine/backend/platform/sdl/driver_tinygl.cpp
Modified: residual/trunk/engine/backend/platform/sdl/driver_gl.cpp
===================================================================
--- residual/trunk/engine/backend/platform/sdl/driver_gl.cpp 2008-09-06 20:49:48 UTC (rev 34391)
+++ residual/trunk/engine/backend/platform/sdl/driver_gl.cpp 2008-09-06 20:56:43 UTC (rev 34392)
@@ -71,6 +71,9 @@
_currentShadowArray = NULL;
+ GLfloat ambientSource[] = { 0.6, 0.6, 0.6, 1.0 };
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientSource);
+
glPolygonOffset(-6.0, -6.0);
}
@@ -332,60 +335,42 @@
glEnable(GL_LIGHTING);
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 };
+ float lightDir[] = { 0.0f, 0.0f, 0.0f };
- lightPos[0] = light->_pos.x();
- lightPos[1] = light->_pos.y();
- lightPos[2] = light->_pos.z();
- float intensity = light->_intensity / 1.5f;
- lightColor[0] = ((float)light->_color.red() / 15.0f) * light->_intensity;
- lightColor[1] = ((float)light->_color.blue() / 15.0f) * light->_intensity;
- lightColor[2] = ((float)light->_color.green() / 15.0f) * light->_intensity;
+ float intensity = light->_intensity / 1.3f;
+ lightColor[0] = ((float)light->_color.red() / 15.0f) * intensity;
+ lightColor[1] = ((float)light->_color.blue() / 15.0f) * intensity;
+ lightColor[2] = ((float)light->_color.green() / 15.0f) * intensity;
if (strcmp(light->_type.c_str(), "omni") == 0) {
+ lightPos[0] = light->_pos.x();
+ lightPos[1] = light->_pos.y();
+ lightPos[2] = light->_pos.z();
glDisable(GL_LIGHT0 + lightId);
- glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, lightColor);
+ glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
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();
-// glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
+ lightDir[0] = -light->_dir.x();
+ lightDir[1] = -light->_dir.y();
+ lightDir[2] = -light->_dir.z();
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_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);*/
+ glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightDir);
+ 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;
+ lightPos[0] = light->_pos.x();
+ lightPos[1] = light->_pos.y();
+ lightPos[2] = light->_pos.z();
lightDir[0] = light->_dir.x();
lightDir[1] = light->_dir.y();
lightDir[2] = light->_dir.z();
- 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_POSITION, lightPos);
glLightfv(GL_LIGHT0 + lightId, GL_SPOT_DIRECTION, lightDir);
- 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);*/
+ glLightf(GL_LIGHT0 + lightId, GL_SPOT_CUTOFF, 90);
+ glEnable(GL_LIGHT0 + lightId);
} else {
error("Scene::setupLights() Unknown type of light: %s", light->_type.c_str());
}
Modified: residual/trunk/engine/backend/platform/sdl/driver_tinygl.cpp
===================================================================
--- residual/trunk/engine/backend/platform/sdl/driver_tinygl.cpp 2008-09-06 20:49:48 UTC (rev 34391)
+++ residual/trunk/engine/backend/platform/sdl/driver_tinygl.cpp 2008-09-06 20:56:43 UTC (rev 34392)
@@ -125,8 +125,8 @@
memset(_storedDisplay, 0, 640 * 480 * 2);
_currentShadowArray = NULL;
-
- TGLfloat ambientSource[] = {0.0, 0.0, 0.0, 1.0};
+
+ TGLfloat ambientSource[] = { 0.6, 0.6, 0.6, 1.0 };
tglLightModelfv(TGL_LIGHT_MODEL_AMBIENT, ambientSource);
}
@@ -376,60 +376,42 @@
tglEnable(TGL_LIGHTING);
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 };
+ float lightDir[] = { 0.0f, 0.0f, 0.0f };
- lightPos[0] = light->_pos.x();
- lightPos[1] = light->_pos.y();
- lightPos[2] = light->_pos.z();
- float intensity = light->_intensity / 1.5f;
- lightColor[0] = ((float)light->_color.red() / 15.0f) * light->_intensity;
- lightColor[1] = ((float)light->_color.blue() / 15.0f) * light->_intensity;
- lightColor[2] = ((float)light->_color.green() / 15.0f) * light->_intensity;
+ float intensity = light->_intensity / 1.3f;
+ lightColor[0] = ((float)light->_color.red() / 15.0f) * intensity;
+ lightColor[1] = ((float)light->_color.blue() / 15.0f) * intensity;
+ lightColor[2] = ((float)light->_color.green() / 15.0f) * intensity;
if (strcmp(light->_type.c_str(), "omni") == 0) {
+ lightPos[0] = light->_pos.x();
+ lightPos[1] = light->_pos.y();
+ lightPos[2] = light->_pos.z();
tglDisable(TGL_LIGHT0 + lightId);
- tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
tglLightfv(TGL_LIGHT0 + lightId, TGL_DIFFUSE, lightColor);
+ tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
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();
-// tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightPos);
+ lightDir[0] = -light->_dir.x();
+ lightDir[1] = -light->_dir.y();
+ lightDir[2] = -light->_dir.z();
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_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);*/
+ tglLightfv(TGL_LIGHT0 + lightId, TGL_POSITION, lightDir);
+ 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;
+ lightPos[0] = light->_pos.x();
+ lightPos[1] = light->_pos.y();
+ lightPos[2] = light->_pos.z();
lightDir[0] = light->_dir.x();
lightDir[1] = light->_dir.y();
lightDir[2] = light->_dir.z();
- 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_POSITION, lightPos);
tglLightfv(TGL_LIGHT0 + lightId, TGL_SPOT_DIRECTION, lightDir);
- 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);*/
+ tglLightf(TGL_LIGHT0 + lightId, TGL_SPOT_CUTOFF, 90);
+ tglEnable(TGL_LIGHT0 + lightId);
} else {
error("Scene::setupLights() Unknown type of light: %s", light->_type.c_str());
}
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