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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "myGL.h"
#include "LightHandler.h"
#include "Game/GlobalUnsynced.h"
#include "Rendering/Shaders/Shader.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/LosHandler.h"
static const float4 ZeroVector4 = float4(0.0f, 0.0f, 0.0f, 0.0f);
void GL::LightHandler::Init(unsigned int cfgBaseLight, unsigned int cfgMaxLights) {
glGetIntegerv(GL_MAX_LIGHTS, reinterpret_cast<int*>(&maxLights));
baseLight = cfgBaseLight;
maxLights -= baseLight;
maxLights = std::min(maxLights, cfgMaxLights);
for (unsigned int i = 0; i < maxLights; i++) {
const unsigned int lightID = GL_LIGHT0 + baseLight + i;
glEnable(lightID);
glLightfv(lightID, GL_POSITION, &ZeroVector4.x);
glLightfv(lightID, GL_AMBIENT, &ZeroVector4.x);
glLightfv(lightID, GL_DIFFUSE, &ZeroVector4.x);
glLightfv(lightID, GL_SPECULAR, &ZeroVector4.x);
glLightfv(lightID, GL_SPOT_DIRECTION, &ZeroVector4.x);
glLightf(lightID, GL_SPOT_CUTOFF, 180.0f);
glLightf(lightID, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(lightID, GL_LINEAR_ATTENUATION, 0.0f);
glLightf(lightID, GL_QUADRATIC_ATTENUATION, 0.0f);
glDisable(lightID);
// reserve free light ID's
lightIDs.push_back(lightID);
}
}
unsigned int GL::LightHandler::AddLight(const GL::Light& light) {
if (light.GetTTL() == 0 || light.GetRadius() <= 0.0f) { return -1U; }
if (light.GetIntensityWeight().SqLength() <= 0.01f) { return -1U; }
if (lights.size() >= maxLights || lightIDs.empty()) {
unsigned int minPriorityValue = light.GetPriority();
unsigned int minPriorityHandle = -1U;
for (std::map<unsigned int, GL::Light>::const_iterator it = lights.begin(); it != lights.end(); ++it) {
const GL::Light& lgt = it->second;
if (lgt.GetPriority() < minPriorityValue) {
minPriorityValue = lgt.GetPriority();
minPriorityHandle = it->first;
}
}
if (minPriorityHandle != -1U) {
lightIntensityWeight -= lights[minPriorityHandle].GetIntensityWeight();
lightIDs.push_back(lights[minPriorityHandle].GetID());
lights.erase(minPriorityHandle);
} else {
// no available light to replace
return -1U;
}
}
lights[lightHandle] = light;
lights[lightHandle].SetID(lightIDs.front());
lights[lightHandle].SetRelativeTime(0);
lights[lightHandle].SetAbsoluteTime(gs->frameNum);
lightIntensityWeight += light.GetIntensityWeight();
lightIDs.pop_front();
return (lightHandle++);
}
GL::Light* GL::LightHandler::GetLight(unsigned int _lightHandle) {
const std::map<unsigned int, GL::Light>::iterator it = lights.find(_lightHandle);
if (it != lights.end()) {
return &(it->second);
}
return NULL;
}
void GL::LightHandler::Update(Shader::IProgramObject* shader) {
if (lights.size() != numLights) {
numLights = lights.size();
// update the active light-count (note: unused, number of lights
// to iterate over needs to be known at shader compilation-time)
// shader->SetUniform1i(uniformIndex, numLights);
}
if (numLights == 0) {
return;
}
for (std::map<unsigned int, GL::Light>::iterator it = lights.begin(); it != lights.end(); ) {
GL::Light& light = it->second;
if (light.GetAbsoluteTime() != gs->frameNum) {
light.SetRelativeTime(light.GetRelativeTime() + 1);
light.SetAbsoluteTime(gs->frameNum);
light.DecayColors();
light.ClampColors();
}
const unsigned int lightID = light.GetID();
const unsigned int lightHndle = it->first;
const float4 weightedAmbientCol = (light.GetAmbientColor() * light.GetIntensityWeight().x) / lightIntensityWeight.x;
const float4 weightedDiffuseCol = (light.GetDiffuseColor() * light.GetIntensityWeight().y) / lightIntensityWeight.y;
const float4 weightedSpecularCol = (light.GetSpecularColor() * light.GetIntensityWeight().z) / lightIntensityWeight.z;
const float3* lightTrackPos = light.GetTrackPosition();
const float3* lightTrackDir = light.GetTrackDirection();
const float4& lightPos = (lightTrackPos != NULL)? float4(*lightTrackPos, 1.0f): light.GetPosition();
const float3& lightDir = (lightTrackDir != NULL)? float3(*lightTrackDir ): light.GetDirection();
const bool lightVisible = (gu->spectatingFullView || light.GetIgnoreLOS() || losHandler->InLos(lightPos, gu->myAllyTeam));
++it;
if (light.GetRelativeTime() > light.GetTTL()) {
lightIntensityWeight -= light.GetIntensityWeight();
lightIDs.push_back(lightID);
lights.erase(lightHndle);
// kill the contribution from this light
glEnable(lightID);
glLightfv(lightID, GL_AMBIENT, &ZeroVector4.x);
glLightfv(lightID, GL_DIFFUSE, &ZeroVector4.x);
glLightfv(lightID, GL_SPECULAR, &ZeroVector4.x);
glDisable(lightID);
} else {
// communicate properties via the FFP to save uniforms
// note: we want MV to be identity here
glEnable(lightID);
glLightfv(lightID, GL_POSITION, &lightPos.x);
if (lightVisible) {
glLightfv(lightID, GL_AMBIENT, &weightedAmbientCol.x);
glLightfv(lightID, GL_DIFFUSE, &weightedDiffuseCol.x);
glLightfv(lightID, GL_SPECULAR, &weightedSpecularCol.x);
} else {
// zero contribution from this light if not in LOS
// (whether or not camera can see it is irrelevant
// since the light always takes up a slot anyway)
glLightfv(lightID, GL_AMBIENT, &ZeroVector4.x);
glLightfv(lightID, GL_DIFFUSE, &ZeroVector4.x);
glLightfv(lightID, GL_SPECULAR, &ZeroVector4.x);
}
glLightfv(lightID, GL_SPOT_DIRECTION, &lightDir.x);
glLightf(lightID, GL_SPOT_CUTOFF, light.GetFOV());
glLightf(lightID, GL_CONSTANT_ATTENUATION, light.GetRadius()); //!
#if (OGL_SPEC_ATTENUATION == 1)
glLightf(lightID, GL_CONSTANT_ATTENUATION, light.GetAttenuation().x);
glLightf(lightID, GL_LINEAR_ATTENUATION, light.GetAttenuation().y);
glLightf(lightID, GL_QUADRATIC_ATTENUATION, light.GetAttenuation().z);
#endif
glDisable(lightID);
}
}
}
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