diff options
author | drumsetmonkey <abelleisle@roadrunner.com> | 2016-01-08 21:44:28 -0500 |
---|---|---|
committer | drumsetmonkey <abelleisle@roadrunner.com> | 2016-01-08 21:44:28 -0500 |
commit | b8df7643b4e4d03f26991774da8e7958bde5bcdf (patch) | |
tree | 2377d2b1c67e3db47c91a96d0b4d3cdc96329e1e /src | |
parent | 42bd0ae7913af00ea5e330e45321e2bbe9e734d9 (diff) |
Added support for multiple lights
Diffstat (limited to 'src')
-rw-r--r-- | src/gameplay.cpp | 1 | ||||
-rw-r--r-- | src/world.cpp | 40 |
2 files changed, 25 insertions, 16 deletions
diff --git a/src/gameplay.cpp b/src/gameplay.cpp index e8436e7..e4fb000 100644 --- a/src/gameplay.cpp +++ b/src/gameplay.cpp @@ -179,6 +179,7 @@ void initEverything(void){ worldSpawnHill2->addStructure(STRUCTURET,HOUSE,(rand()%120*HLINE),100,worldSpawnHill2_Building1); worldSpawnHill2->addLight({300,100},{1.0f,1.0f,1.0f}); + worldSpawnHill2->addLight({500,100},{1.0f,1.0f,1.0f}); worldSpawnHill2->getAvailableNPC()->addAIFunc(worldSpawnHill2_Quest1,false); worldFirstVillage->addVillage(5,0,0,STRUCTURET,worldSpawnHill2_Building1); diff --git a/src/world.cpp b/src/world.cpp index a52e3f3..e97ec56 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -669,22 +669,26 @@ LOOP2: glActiveTexture(GL_TEXTURE0); bgTex->bindNext(); + GLfloat pointArray[light.size()][2]; + for(uint w = 0; w < light.size(); w++){ + pointArray[w][0] = light[w].loc.x - offset.x; + pointArray[w][1] = light[w].loc.y; + } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //for the s direction glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //for the t direction glUseProgram(shaderProgram); glUniform1i(glGetUniformLocation(shaderProgram, "sampler"), 0); glUniform1f(glGetUniformLocation(shaderProgram, "amb"), float(shade+50.0f)/100.0f); if(p->light){ - glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), p->loc.x - offset.x+SCREEN_WIDTH/2,p->loc.y); + glUniform1i(glGetUniformLocation(shaderProgram, "numLight"), 1); + glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), p->loc.x - offset.x+SCREEN_WIDTH/2, p->loc.y); glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1.0f,1.0f,1.0f); - }else if(light.size() == 0){ - glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), 0,-1000); - glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 0.0f,0.0f,0.0f); + }else if(!light.size()){ + glUniform1i(glGetUniformLocation(shaderProgram, "numLight"), 0); }else{ - for(auto &l : light){ - glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), l.loc.x-offset.x,l.loc.y); - glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), l.color.red,l.color.green,l.color.blue); - } + glUniform1i(glGetUniformLocation(shaderProgram, "numLight"), light.size()); + glUniform2fv(glGetUniformLocation(shaderProgram, "lightLocation"), light.size(), (GLfloat *)&pointArray); + glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1.0f,1.0f,1.0f); } glBegin(GL_QUADS); @@ -1268,20 +1272,24 @@ void IndoorWorld::draw(Player *p){ */ glEnable(GL_TEXTURE_2D); + GLfloat pointArray[light.size()][2]; + for(uint w = 0; w < light.size(); w++){ + pointArray[w][0] = light[w].loc.x - offset.x; + pointArray[w][1] = light[w].loc.y; + } glUseProgram(shaderProgram); glUniform1i(glGetUniformLocation(shaderProgram, "sampler"), 0); glUniform1f(glGetUniformLocation(shaderProgram, "amb"), 0.0f); if(p->light){ - glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), p->loc.x - offset.x+SCREEN_WIDTH/2,p->loc.y); + glUniform1i(glGetUniformLocation(shaderProgram, "numLight"), 1); + glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), p->loc.x - offset.x+SCREEN_WIDTH/2, p->loc.y); glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1.0f,1.0f,1.0f); - }else if(light.size() == 0){ - glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), 0,-1000); - glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 0.0f,0.0f,0.0f); + }else if(!light.size()){ + glUniform1i(glGetUniformLocation(shaderProgram, "numLight"), 0); }else{ - for(auto &l : light){ - glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), l.loc.x-offset.x,l.loc.y); - glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), l.color.red,l.color.green,l.color.blue); - } + glUniform1i(glGetUniformLocation(shaderProgram, "numLight"), light.size()); + glUniform2fv(glGetUniformLocation(shaderProgram, "lightLocation"), light.size(), (GLfloat *)&pointArray); + glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1.0f,1.0f,1.0f); } bgTex->bind(0); |