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authordrumsetmonkey <abelleisle@roadrunner.com>2016-01-08 21:44:28 -0500
committerdrumsetmonkey <abelleisle@roadrunner.com>2016-01-08 21:44:28 -0500
commitb8df7643b4e4d03f26991774da8e7958bde5bcdf (patch)
tree2377d2b1c67e3db47c91a96d0b4d3cdc96329e1e /src
parent42bd0ae7913af00ea5e330e45321e2bbe9e734d9 (diff)
Added support for multiple lights
Diffstat (limited to 'src')
-rw-r--r--src/gameplay.cpp1
-rw-r--r--src/world.cpp40
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);