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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-07-26 23:19:32 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-07-26 23:19:32 +0000
commited5740b6f667628f344d9dd17686424ce9e2de82 (patch)
tree124d4fe3fd9d04e8f89550c82e5487491b35e889 /src/render.c
parent5f8d27519c76fd297eb61144ff38bd5d1afa51bb (diff)
Initial normal mapping stuff
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@176 84d2e878-0bd5-11dd-ad15-13eda11d74c5
Diffstat (limited to 'src/render.c')
-rw-r--r--src/render.c41
1 files changed, 18 insertions, 23 deletions
diff --git a/src/render.c b/src/render.c
index b3a32cb..6c7cd5b 100644
--- a/src/render.c
+++ b/src/render.c
@@ -384,6 +384,12 @@ static int render_model_instance_draw(ModelInstance *instance, Uint32 t, RenderC
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if ( r->shaders ) render_setuni(r->lighting_program, "texture_enabled", 1);
+ if ( r->shaders && texture->has_normals ) {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, texture->normalmap);
+ render_setuni(r->lighting_program, "has_normals", 1);
+ glActiveTexture(GL_TEXTURE0);
+ }
} else {
if ( r->shaders ) render_setuni(r->lighting_program, "texture_enabled", 0);
}
@@ -406,6 +412,7 @@ static int render_model_instance_draw(ModelInstance *instance, Uint32 t, RenderC
glDrawArrays(render_gltype(p->type), 0, p->num_vertices);
*nvert += p->num_vertices;
glDisable(GL_TEXTURE_2D);
+ render_setuni(r->lighting_program, "has_normals", 0);
glPopMatrix();
if ( p->attribs & ATTRIB_SWIRLY ) {
@@ -656,9 +663,8 @@ void render_draw(Game *game, Uint32 t) {
RenderContext *r;
GLfloat amb[] = { 0.0, 0.0, 0.0, 1.0 };
- GLfloat fx, fy, fz, ux, uy, uz;
+ GLfloat fx, fy, fz;
GLfloat fxt, fyt, fzt;
- GLfloat uxt, uyt, uzt;
r = game->render;
@@ -719,43 +725,32 @@ void render_draw(Game *game, Uint32 t) {
fx = 0.0;
fy = -game->view_dist;
fz = 0.0;
- ux = 0.0;
- uy = 0.0;
- uz = 1.0;
fxt = fx; fyt = fy; fzt = fz;
- uxt = ux; uyt = uy; uzt = uz;
fx = fxt;
fy = fyt*cos(game->view_angle) + fzt*sin(game->view_angle);
fz = fyt*sin(game->view_angle) + fzt*cos(game->view_angle);
- ux = uxt;
- uy = uyt*cos(game->view_angle) - uzt*sin(game->view_angle);
- uz = -uyt*sin(game->view_angle) + uzt*cos(game->view_angle);
fxt = fx; fyt = fy; fzt = fz;
- uxt = ux; uyt = uy; uzt = uz;
fx = fxt*cos(game->view_yaw+game->lander->yaw) + fyt*sin(game->view_yaw+game->lander->yaw);
fy = -fxt*sin(game->view_yaw+game->lander->yaw) + fyt*cos(game->view_yaw+game->lander->yaw);
fz = fzt;
- ux = uxt*cos(game->view_yaw+game->lander->yaw) - uyt*sin(game->view_yaw+game->lander->yaw);
- uy = -uxt*sin(game->view_yaw+game->lander->yaw) + uyt*cos(game->view_yaw+game->lander->yaw);
- uz = uzt;
- ux = 0.0;
- uy = 0.0;
- uz = 1.0;
fx += game->lander->x;
fy += game->lander->y;
fz += game->lander->z;
- gluLookAt(fx, fy, fz, game->lander->x, game->lander->y, game->lander->z, ux, uy, uz);
- //gluLookAt(0.0, 0.0, -0.0, 0.0, 0.0, -5.0, 0.0, 1.0, 0.0);
+ gluLookAt(fx, fy, fz, game->lander->x, game->lander->y, game->lander->z, 0.0, 0.0, 1.0);
- if ( r->shaders ) glUseProgram(r->lighting_program);
- if ( r->shaders ) render_setuni(game->render->lighting_program, "texture", 0); /* GL_TEXTURE0 */
- if ( r->shaders ) render_setuni(game->render->lighting_program, "texture_only", 0);
- if ( r->shaders ) render_setuni(game->render->lighting_program, "texture_enabled", 1);
- if ( r->shaders ) render_setuni(game->render->lighting_program, "fill_light_enabled", 0);
+ if ( r->shaders ) {
+ glUseProgram(r->lighting_program);
+ render_setuni(game->render->lighting_program, "texture", 0); /* GL_TEXTURE0 */
+ render_setuni(game->render->lighting_program, "normalmap", 1); /* GL_TEXTURE1 */
+ render_setuni(game->render->lighting_program, "texture_only", 0);
+ render_setuni(game->render->lighting_program, "texture_enabled", 1);
+ render_setuni(game->render->lighting_program, "has_normals", 0);
+ render_setuni(game->render->lighting_program, "fill_light_enabled", 0);
+ }
render_setup_lighting(game);
amb[0] = 0.02; amb[1] = 0.02; amb[2] = 0.02;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);