Files
stk-code_catmod/src/graphics/light.cpp
auria db44852d8b Make lights fade in when they appear
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14824 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-28 22:02:29 +00:00

98 lines
3.1 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013 Lauri Kasanen
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/light.hpp"
#include "graphics/callbacks.hpp"
#include "graphics/glwrap.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/material_manager.hpp"
#include "graphics/material.hpp"
#include "graphics/rtts.hpp"
#include "graphics/shaders.hpp"
#include "graphics/screenquad.hpp"
using namespace video;
using namespace scene;
using namespace core;
aabbox3df LightNode::box;
LightNode::LightNode(scene::ISceneManager* mgr, float radius, float e, float r, float g, float b):
ISceneNode(mgr->getRootSceneNode(), mgr, -1)
{
m_energy = e;
m_energy_multiplier = 1.0f;
m_color[0] = r;
m_color[1] = g;
m_color[2] = b;
}
LightNode::~LightNode()
{
}
void LightNode::render()
{
return;
}
void LightNode::renderLightSet(const std::vector<float> &positions, const std::vector<float> &colors, const std::vector<float> &energy)
{
assert (colors.size() == positions.size() && positions.size() == (energy.size() * 4));
ScreenQuad *sq = new ScreenQuad(irr_driver->getVideoDriver());
SMaterial &mat = sq->getMaterial();
mat.Lighting = false;
mat.MaterialType = irr_driver->getShader(ES_POINTLIGHT);
mat.setTexture(0, irr_driver->getRTT(RTT_NORMAL_AND_DEPTH));
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i)
{
mat.TextureLayer[i].TextureWrapU =
mat.TextureLayer[i].TextureWrapV = ETC_CLAMP_TO_EDGE;
}
mat.setFlag(EMF_BILINEAR_FILTER, false);
mat.setFlag(EMF_ZWRITE_ENABLE, false);
mat.MaterialTypeParam = pack_textureBlendFunc(EBF_ONE, EBF_ONE);
mat.BlendOperation = EBO_ADD;
PointLightProvider * const cb = (PointLightProvider *) irr_driver->getCallback(ES_POINTLIGHT);
cb->setColor(colors);
cb->setPosition(positions);
cb->setEnergy(energy);
// Irrlicht's ScreenQuad reset the matrixes, we need to keep them
IVideoDriver * const drv = irr_driver->getVideoDriver();
matrix4 tmpworld = drv->getTransform(ETS_WORLD);
matrix4 tmpview = drv->getTransform(ETS_VIEW);
matrix4 tmpproj = drv->getTransform(ETS_PROJECTION);
sq->render(false);
drv->setTransform(ETS_WORLD, tmpworld);
drv->setTransform(ETS_VIEW, tmpview);
drv->setTransform(ETS_PROJECTION, tmpproj);
return;
}
void LightNode::OnRegisterSceneNode()
{ // This node is only drawn manually.
}