Refactored lights, use light manager

This commit is contained in:
2018-03-20 20:17:33 -05:00
parent 57c52cd725
commit d390d3d728
3 changed files with 58 additions and 40 deletions

View File

@@ -1,46 +1,43 @@
class IMICFPS
class Light
include OpenGL
MAX_LIGHTS = GL_MAX_LIGHTS-1
attr_reader :x, :y, :z, :ambient, :diffuse, :specular, :position
def self.number_of_lights
@number_of_lights ||= 0
end
attr_reader :ambient, :diffuse, :specular, :position, :light_id
attr_accessor :x, :y, :z, :intensity
def initialize(x:,y:,z:, ambient: Vertex.new(0.5, 0.5, 0.5, 1),
diffuse: Vertex.new(1, 0.5, 0, 1), specular: Vertex.new(0.2, 0.2, 0.2, 1),
position: Vertex.new(x, y, z, 0), intensity: 1)
@x,@y,@z = x,y,z
@intensity = intensity
# use as Light.number_of_lights+=n
def self.number_of_lights=(int)
@number_of_lights = int
end
def initialize(x,y,z)
@ambient = [0.0, 0.0, 0.0, 1].pack("f*")
@diffuse = [1, 0.5, 0, 1].pack("f*")
@specular = [0.0, 0.0, 0.0, 1].pack("f*")
@position = [0, 0, 0, 0].pack("f*")
self.ambient = ambient
self.diffuse = diffuse
self.specular = specular
self.position = position
@light_id = available_light
LightManager.add_light(self)
end
def available_light
raise "Using to many lights, #{Light.number_of_lights}/#{MAX_LIGHTS}" if Light.number_of_lights > MAX_LIGHTS
Light.number_of_lights+=1
puts "OpenGL::GL_LIGHT#{Light.number_of_lights}"
@light_id = Object.const_get "OpenGL::GL_LIGHT#{Light.number_of_lights}"
raise "Using to many lights, #{LightManager.light_count}/#{LightManager::MAX_LIGHTS}" if LightManager.light_count > LightManager::MAX_LIGHTS
puts "OpenGL::GL_LIGHT#{LightManager.light_count}"
@light_id = Object.const_get "OpenGL::GL_LIGHT#{LightManager.light_count}"
end
def ambient=(array)
@ambient = array.pack("f*")
def ambient=(color)
@ambient = convert(color).pack("f*")
end
def diffuse=(array)
@diffuse = array.pack("f*")
def diffuse=(color)
@diffuse = convert(color, true).pack("f*")
end
def specular=(array)
@specular = array.pack("f*")
def specular=(color)
@specular = convert(color, true).pack("f*")
end
def position=(array)
@position = array.pack("f*")
def position=(vertex)
@position = convert(vertex).pack("f*")
end
def draw
@@ -52,5 +49,13 @@ class IMICFPS
glEnable(GL_LIGHTING)
glEnable(@light_id)
end
def convert(struct, apply_intensity = false)
if apply_intensity
return struct.to_a.compact.map{|i| i*@intensity}
else
return struct.to_a.compact
end
end
end
end