Lights.cpp 3.7 KB

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  1. //========================================================================
  2. // Lights.h - implements a simple light class for the GameCode4 scene graph
  3. //
  4. // Part of the GameCode4 Application
  5. //
  6. // GameCode4 is the sample application that encapsulates much of the source code
  7. // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
  8. // "Rez" Graham, published by Charles River Media.
  9. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
  10. //
  11. // If this source code has found it's way to you, and you think it has helped you
  12. // in any way, do the authors a favor and buy a new copy of the book - there are
  13. // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
  14. // by clicking here:
  15. // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
  16. //
  17. // There's a companion web site at http://www.mcshaffry.com/GameCode/
  18. //
  19. // The source code is managed and maintained through Google Code:
  20. // http://code.google.com/p/gamecode4/
  21. //
  22. // (c) Copyright 2012 Michael L. McShaffry and David Graham
  23. //
  24. // This program is free software; you can redistribute it and/or
  25. // modify it under the terms of the GNU Lesser GPL v3
  26. // as published by the Free Software Foundation.
  27. //
  28. // This program is distributed in the hope that it will be useful,
  29. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  30. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
  31. // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
  32. //
  33. // You should have received a copy of the GNU Lesser GPL v3
  34. // along with this program; if not, write to the Free Software
  35. // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  36. //
  37. //========================================================================
  38. #include "../Unix/GameCodeStd.h"
  39. #include "../GameCode4/GameCode.h"
  40. #include "../Actors/RenderComponent.h"
  41. #include "Lights.h"
  42. LightNode::LightNode(const ActorId actorId, WeakBaseRenderComponentPtr renderComponent, const LightProperties &props, const glm::mat4 t)
  43. : SceneNode(actorId, renderComponent, RenderPass_NotRendered, t)
  44. {
  45. m_LightProps = props;
  46. }
  47. int OpenGLLightNode46::VOnUpdate(Scene*, uint64_t const elapsedMs)
  48. {
  49. // light color can change anytime! Check the BaseRenderComponent!
  50. LightRenderComponent* lrc = static_cast<LightRenderComponent*>(m_RenderComponent);
  51. m_Props.GetMaterial().SetDiffuse(lrc->GetColor());
  52. return 0;
  53. }
  54. void LightManager::CalcLighting(Scene *pScene)
  55. {
  56. // FUTURE WORK: There might be all kinds of things you'd want to do here for optimization, especially turning off lights on actors that can't be seen, etc.
  57. pScene->GetRenderer()->VCalcLighting(&m_Lights, MAXIMUM_LIGHTS_SUPPORTED);
  58. int count = 0;
  59. GCC_ASSERT(m_Lights.size() < MAXIMUM_LIGHTS_SUPPORTED);
  60. for (Lights::iterator i=m_Lights.begin(); i!=m_Lights.end(); ++i, ++count)
  61. {
  62. std::shared_ptr<LightNode> light = *i;
  63. if (count==0)
  64. {
  65. // Light 0 is the only one we use for ambient lighting. The rest are ignored in the simple shaders used for GameCode4.
  66. Color ambient = light->VGet()->GetMaterial().GetAmbient();
  67. m_vLightAmbient = glm::vec4(ambient.r, ambient.g, ambient.b, 1.0f);
  68. }
  69. glm::vec3 lightDir = light->GetDirection();
  70. m_vLightDir[count] = glm::vec4(lightDir.x, lightDir.y, lightDir.z, 1.0f);
  71. m_vLightDiffuse[count] = light->VGet()->GetMaterial().GetDiffuse();
  72. }
  73. }
  74. void LightManager::CalcLighting(ConstantBuffer_Lighting* pLighting, SceneNode* pNode)
  75. {
  76. int count = GetLightCount(pNode);
  77. if (count)
  78. {
  79. pLighting->m_vLightAmbient = *GetLightAmbient(pNode);
  80. memcpy(pLighting->m_vLightDir, GetLightDirection(pNode), sizeof(glm::vec4) * count);
  81. memcpy(pLighting->m_vLightDiffuse, GetLightDiffuse(pNode), sizeof(glm::vec4) * count);
  82. pLighting->m_nNumLights = count;
  83. }
  84. }