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#include <systems/light.hpp>
#include <components/light.hpp>
#include <components/position.hpp>
#include <components/solid.hpp>
std::vector<Light> LightSystem::lights;
void LightSystem::update(entityx::EntityManager& en, entityx::EventManager& ev, entityx::TimeDelta dt) {
(void)ev;
(void)dt;
en.each<Illuminate, Position, Solid>([&](entityx::Entity e, Illuminate& ill, Position& pos,
Solid& dim) {
(void)e;
vec2 p (pos.x, pos.y);
vec2 d (dim.width, dim.height);
LightSystem::updateLight(ill.index, p + d / 2);
});
}
void LightSystem::render(void) {
auto coords = new GLfloat[lights.size() * 4];
auto colors = new GLfloat[lights.size() * 4];
unsigned int offset = 0;
for (const auto& l : lights) {
coords[offset] = l.pos.x, coords[offset + 1] = l.pos.y,
coords[offset + 2] = -5, coords[offset + 3] = l.radius;
colors[offset] = l.color.red, colors[offset + 1] = l.color.green,
colors[offset + 2] = l.color.blue, colors[offset + 3] = 1.0f;
offset += 4;
}
Render::worldShader.use();
Render::worldShader.enable();
glUniform4fv(Render::worldShader.uniform[WU_light], lights.size(), coords);
glUniform4fv(Render::worldShader.uniform[WU_light_color], lights.size(), colors);
glUniform1i(Render::worldShader.uniform[WU_light_size], lights.size());
Render::worldShader.disable();
Render::worldShader.unuse();
}
int LightSystem::addLight(vec2 pos, float radius, Color color) {
lights.emplace_back(pos, radius, color);
return lights.size() - 1;
}
void LightSystem::updateLight(int index, vec2 pos, float radius) {
lights[index].pos = pos;
if (radius >= 0)
lights[index].radius = radius;
}
void LightSystem::removeLight(int index) {
lights.erase(lights.begin() + index);
}
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