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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 23:52:35 +00:00
Fixed immediate mode lighting, improved-ish modern gl lighting
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@@ -1,26 +1,35 @@
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class IMICFPS
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class Light
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DIRECTIONAL = 0
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POINT = 1
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attr_reader :light_id
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attr_accessor :ambient, :diffuse, :specular, :position, :intensity
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def initialize(id:,
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ambient: Vector.new(0.5, 0.5, 0.5, 1),
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diffuse: Vector.new(1, 0.5, 0, 1), specular: Vector.new(0.2, 0.2, 0.2, 1),
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position: Vector.new(0, 0, 0, 0), intensity: 1
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attr_accessor :type, :ambient, :diffuse, :specular, :position, :intensity
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def initialize(
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id:,
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type: Light::POINT,
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ambient: Vector.new(0.5, 0.5, 0.5, 1),
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diffuse: Vector.new(1, 0.5, 0, 1),
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specular: Vector.new(0.2, 0.2, 0.2, 1),
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position: Vector.new(0, 0, 0, 0),
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intensity: 1
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)
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@light_id = id
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@intensity = intensity
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@type = type
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@ambient = ambient
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@diffuse = diffuse
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@specular = specular
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@position = position
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@intensity = intensity
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end
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def draw
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glLightfv(@light_id, GL_AMBIENT, @ambient)
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glLightfv(@light_id, GL_DIFFUSE, @diffuse)
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glLightfv(@light_id, GL_SPECULAR, @specular)
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glLightfv(@light_id, GL_POSITION, @position)
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glLightfv(@light_id, GL_AMBIENT, convert(@ambient).pack("f*"))
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glLightfv(@light_id, GL_DIFFUSE, convert(@diffuse, true).pack("f*"))
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glLightfv(@light_id, GL_SPECULAR, convert(@specular, true).pack("f*"))
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glLightfv(@light_id, GL_POSITION, convert(@position).pack("f*"))
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)
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glEnable(GL_LIGHTING)
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glEnable(@light_id)
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@@ -28,7 +37,7 @@ class IMICFPS
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def convert(struct, apply_intensity = false)
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if apply_intensity
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return struct.to_a.compact.map{|i| i*@intensity}
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return struct.to_a.compact.map{ |i| i * @intensity }
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else
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return struct.to_a.compact
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end
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@@ -30,7 +30,7 @@ class IMICFPS
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# TODO: Load lights from MapLoader
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add_light(Light.new(id: available_light, position: Vector.new(30, 10.0, 30)))
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# add_light(Light.new(id: available_light, x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1)))
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add_light(Light.new(id: available_light, position: Vector.new(0, 100, 0), diffuse: Color.new(1.0, 0.5, 0.1)))
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end
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def data
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@@ -225,5 +225,11 @@ class IMICFPS
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def has_texture?
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@has_texture
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end
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def release_gl_resources
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if @vertex_array_id
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end
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end
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end
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end
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@@ -9,13 +9,23 @@ class IMICFPS
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def draw_object(camera, lights, object)
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if Shader.available?("default")
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Shader.use("default") do |shader|
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shader.set_uniform("projection", camera.projection_matrix)
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shader.set_uniform("view", camera.view_matrix)
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shader.set_uniform("model", object.model_matrix)
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shader.set_uniform("hasTexture", object.model.has_texture?)
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shader.uniform_transform("projection", camera.projection_matrix)
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shader.uniform_transform("view", camera.view_matrix)
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shader.uniform_transform("model", object.model_matrix)
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shader.uniform_boolean("hasTexture", object.model.has_texture?)
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shader.uniform_vec3("cameraPosition", camera.position)
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# TODO: Upload and use lights
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shader.set_uniform("lightPos", lights.first.position)
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lights.each_with_index do |light, i|
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shader.uniform_float("lights[#{i}.end", -1.0);
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shader.uniform_float("lights[#{i}.type", light.type);
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shader.uniform_vec3("lights[#{i}].position", light.position)
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shader.uniform_vec3("lights[#{i}].ambient", light.ambient)
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shader.uniform_vec3("lights[#{i}].diffuse", light.diffuse)
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shader.uniform_vec3("lights[#{i}].specular", light.specular)
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end
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shader.uniform_float("totalLights", lights.size)
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handleGlError
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draw_model(object.model)
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