diff options
-rw-r--r-- | main.cpp | 5 | ||||
-rw-r--r-- | src/gameplay.cpp | 1 | ||||
-rw-r--r-- | src/world.cpp | 40 | ||||
-rw-r--r-- | test.frag | 23 |
4 files changed, 41 insertions, 28 deletions
@@ -719,7 +719,7 @@ void render(){ ui::putText(offset.x-SCREEN_WIDTH/2, (offset.y+SCREEN_HEIGHT/2)-ui::fontSize, - "FPS: %d\nG:%d\nRes: %ux%u\nE: %d\nPOS: (x)%+.2f\n (y)%+.2f\nTc: %u\nHA: %+.2f", + "FPS: %d\nG:%d\nRes: %ux%u\nE: %d\nPOS: (x)%+.2f\n (y)%+.2f\nTc: %u\nHA: %+.2f\nPl: %d", fps, player->ground, SCREEN_WIDTH, // Window dimensions @@ -728,7 +728,8 @@ void render(){ player->loc.x, // The player's x coordinate debugY, // The player's y coordinate tickCount, - handAngle + handAngle, + player->light ); if(ui::posFlag){ 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); @@ -1,20 +1,23 @@ uniform sampler2D sampler;
-uniform vec2 lightLocation;
+uniform int numLight;
+uniform vec2 lightLocation[10];
uniform vec3 lightColor;
uniform float amb;
// uniform float lightStrength;
//uniform float screenHeight;
-void main() {
- float lightAdd = 1.0f;
-
- float dist = length(lightLocation - gl_FragCoord.xy);
- float attenuation=1.0/(1.0+0.01*dist+0.00000000001*dist*dist);
-
- //vec4 color = vec4(1.0f,1.0f,1.0f,1.0f);
- vec4 color = vec4(attenuation, attenuation, attenuation, 1.0f) * vec4(lightColor, 1.0f);
- //color = color + vec4((vec3(lightColor.r + amb, lightColor.g + amb, lightColor.b + amb)*0.25f),1.0f);
+void main(){
+ vec4 color = vec4(0.0f,0.0f,0.0f,0.0f);
+ for(int i = 0; i < numLight; i++){
+ vec2 loc = lightLocation[i];
+ //if(loc.x == 0.0f) continue;
+ float dist = length(loc - gl_FragCoord.xy);
+ float attenuation=1.0/(1.0+0.01*dist+0.00000000001*dist*dist);
+ //vec4 color = vec4(1.0f,1.0f,1.0f,1.0f);
+ color += vec4(attenuation, attenuation, attenuation, 1.0f) * vec4(lightColor, 1.0f);
+ //color = color + vec4((vec3(lightColor.r + amb, lightColor.g + amb, lightColor.b + amb)*0.25f),1.0f);
+ }
vec2 coords = gl_TexCoord[0].st;
vec4 tex = texture2D(sampler, coords);
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