From 16fd248babd866be5535bdc43ae21099580ee3eb Mon Sep 17 00:00:00 2001 From: neoraider Date: Sun, 19 Nov 2006 22:03:05 +0000 Subject: Render-Qualitaet durch neue Render()-Funktion erhoeht. --- init.c | 2 -- light.c | 15 +---------- render.c | 87 ++++++++++++++++++++++++++++-------------------------------- zoom/light.h | 1 - 4 files changed, 42 insertions(+), 63 deletions(-) diff --git a/init.c b/init.c index 19aaf02..defc60e 100644 --- a/init.c +++ b/init.c @@ -49,8 +49,6 @@ int InitGame() { meditex_blue = LoadTexture("medib.tex"); - - lightmap = LoadTexture("lightmap.tex"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); diff --git a/light.c b/light.c index dcea864..216007d 100644 --- a/light.c +++ b/light.c @@ -6,17 +6,11 @@ int nLights = 0; LIGHT *lights; -static COLOR ambient; +COLOR ambient; -static void UpdateAmbient() { - glClearColor(ambient.r/(nLights+1), ambient.g/(nLights+1), ambient.b/(nLights+1), 1.0); -} - void SetAmbient(COLOR c) { ambient = c; - - UpdateAmbient(); } void AddLight(LIGHT light) { @@ -27,8 +21,6 @@ void AddLight(LIGHT light) { lights[nLights] = light; nLights++; - - UpdateAmbient(); } void ResetLights() { @@ -38,8 +30,3 @@ void ResetLights() { UpdateAmbient(); } } - -void ApplyLightScale() { - glAccum(GL_LOAD, 1); - glAccum(GL_RETURN, nLights+1); -} diff --git a/render.c b/render.c index fd57ca7..d626a99 100644 --- a/render.c +++ b/render.c @@ -13,6 +13,7 @@ extern LEVEL level; extern GLuint sphere; extern int nLights; extern LIGHT *lights; +extern COLOR ambient; extern GLuint lightmap; @@ -47,79 +48,73 @@ void Render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + glBlendFunc(GL_ONE, GL_ZERO); - glBlendFunc(GL_ONE, GL_ONE); - - glColor3f(0.0, 0.0, 0.0); - glTexCoord2f(0.0, 0.0); + glColor3fv((GLfloat*)&ambient); - glBegin(GL_TRIANGLES); + glActiveTexture(GL_TEXTURE1); + glDisable(GL_TEXTURE_2D); + glActiveTexture(GL_TEXTURE0); for(i = 0; i < room->nPolygons; i++) { + glBindTexture(GL_TEXTURE_2D, room->polygons[i].texture); + + glBegin(GL_TRIANGLES); + + glMultiTexCoord2fv(0, (GLfloat*)&room->polygons[i].texcoords[0]); glVertex3fv((GLfloat*)&room->polygons[i].vertices[0]); + glMultiTexCoord2fv(0, (GLfloat*)&room->polygons[i].texcoords[1]); glVertex3fv((GLfloat*)&room->polygons[i].vertices[1]); + glMultiTexCoord2fv(0, (GLfloat*)&room->polygons[i].texcoords[2]); glVertex3fv((GLfloat*)&room->polygons[i].vertices[2]); + + glEnd(); } - glEnd(); - glDepthFunc(GL_EQUAL); glDepthMask(GL_FALSE); - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glBlendFunc(GL_ONE, GL_ONE); + + glColor3f(1.0, 1.0, 1.0); glBindTexture(GL_TEXTURE_2D, lightmap); + glActiveTexture(GL_TEXTURE1); + glEnable(GL_TEXTURE_2D); for(i = 0; i < nLights; i++) { - glBegin(GL_TRIANGLES); - for(j = 0; j < room->nPolygons; j++) { - d = VectorDot(room->polygons[j].normal, VectorSub(room->polygons[j].vertices[0], lights[i].pos)); - - if(d >= 0) continue; - - c = VectorMul(lights[i].diffuse, 1.0/((nLights+1)*d*d)); - glColor3fv((GLfloat*)&c); + glBindTexture(GL_TEXTURE_2D, room->polygons[j].texture); - p = VectorAdd(lights[i].pos, VectorMul(room->polygons[j].normal, d)); + glBegin(GL_TRIANGLES); - v1 = VectorNormalize(VectorSub(room->polygons[j].vertices[0], room->polygons[j].vertices[1])); - v2 = VectorCross(v1, room->polygons[j].normal); + d = VectorDot(room->polygons[j].normal, VectorSub(room->polygons[j].vertices[0], lights[i].pos)); - for(k = 0; k < 3; k++) { - v = VectorSub(room->polygons[j].vertices[k], p); + if(d < 0) { + c = VectorMul(lights[i].diffuse, 1.0/((nLights+1)*d*d)); + glColor3fv((GLfloat*)&c); + + p = VectorAdd(lights[i].pos, VectorMul(room->polygons[j].normal, d)); + + v1 = VectorNormalize(VectorSub(room->polygons[j].vertices[0], room->polygons[j].vertices[1])); + v2 = VectorCross(v1, room->polygons[j].normal); - glTexCoord2f(VectorDot(v, v1)*0.04 / d + 0.5, VectorDot(v, v2)*0.04 / d + 0.5); - glVertex3fv((GLfloat*)&room->polygons[j].vertices[k]); + for(k = 0; k < 3; k++) { + v = VectorSub(room->polygons[j].vertices[k], p); + + glMultiTexCoord2f(0, VectorDot(v, v1)*0.04 / d + 0.5, VectorDot(v, v2)*0.04 / d + 0.5); + glMultiTexCoord2fv(1, (GLfloat*)&room->polygons[j].texcoords[k]); + glVertex3fv((GLfloat*)&room->polygons[j].vertices[k]); + } } + + glEnd(); } - - glEnd(); } - glBlendFunc(GL_DST_COLOR, GL_ZERO); - - glColor3f(1.0, 1.0, 1.0); - - /*for(i = 0; i < room->nPolygons; i++) { - glBindTexture(GL_TEXTURE_2D, room->polygons[i].texture); - - glBegin(GL_TRIANGLES); - - glTexCoord2fv((GLfloat*)&room->polygons[i].texcoords[0]); - glVertex3fv((GLfloat*)&room->polygons[i].vertices[0]); - glTexCoord2fv((GLfloat*)&room->polygons[i].texcoords[1]); - glVertex3fv((GLfloat*)&room->polygons[i].vertices[1]); - glTexCoord2fv((GLfloat*)&room->polygons[i].texcoords[2]); - glVertex3fv((GLfloat*)&room->polygons[i].vertices[2]); - - glEnd(); - }*/ - free(room); - ApplyLightScale(); + //ApplyLightScale(); /*glPushMatrix(); glDisable(GL_TEXTURE_2D); diff --git a/zoom/light.h b/zoom/light.h index 06d6756..8194081 100644 --- a/zoom/light.h +++ b/zoom/light.h @@ -18,6 +18,5 @@ typedef struct _LIGHT { void SetAmbient(COLOR); void AddLight(LIGHT); void ResetLights(); -void ApplyLightScale(); #endif -- cgit v1.2.3