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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-06-04 17:12:50 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-06-04 17:12:50 +0000
commitf30bb8be1f801d66590699e317fae455e35af3eb (patch)
tree70fb459c8ff2933fa5adbf05a2cf372c55c5b947 /src/render.c
parent347c83d7467af1f21e7a85088936aa7a6da13cc3 (diff)
More matching non-shader graphics to shader graphics
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@70 84d2e878-0bd5-11dd-ad15-13eda11d74c5
Diffstat (limited to 'src/render.c')
-rw-r--r--src/render.c49
1 files changed, 36 insertions, 13 deletions
diff --git a/src/render.c b/src/render.c
index 580c7ad..d64f2cf 100644
--- a/src/render.c
+++ b/src/render.c
@@ -325,6 +325,8 @@ static int render_model_instance_draw(ModelInstance *instance, Uint32 t, RenderC
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glColor3f(1.0, 1.0, 1.0);
}
+
+ /* Set specular colour and shininess if required */
if ( p->attribs & ATTRIB_SHINY ) {
GLfloat white[] = {1.0, 1.0, 1.0, 1.0};
glMaterialfv(GL_FRONT, GL_SPECULAR, white);
@@ -404,7 +406,7 @@ static int render_model_instance_draw(ModelInstance *instance, Uint32 t, RenderC
if ( r->fbos ) {
glBindTexture(GL_TEXTURE_2D, r->fbotex);
glEnable(GL_TEXTURE_2D);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
if ( r->shaders ) glUniform1i(glGetUniformLocation(r->lighting_program, "texture_enabled"), 1);
if ( r->shaders ) glUniform1i(glGetUniformLocation(r->lighting_program, "texture_emits"), 1);
}
@@ -530,13 +532,13 @@ static void render_setup_lighting(Game *game) {
pos[1] = 0.8;
pos[2] = 4.0;
pos[3] = 0.0;
- diffuse[0] = 0.1;
- diffuse[1] = 0.1;
- diffuse[2] = 0.1;
+ diffuse[0] = 0.2;
+ diffuse[1] = 0.2;
+ diffuse[2] = 0.2;
diffuse[3] = 1.0;
- specular[0] = 0.01;
- specular[1] = 0.01;
- specular[2] = 0.01;
+ specular[0] = 0.8;
+ specular[1] = 0.8;
+ specular[2] = 0.8;
specular[3] = 1.0;
ambient[0] = 0.0;
ambient[1] = 0.0;
@@ -548,6 +550,27 @@ static void render_setup_lighting(Game *game) {
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
glEnable(GL_LIGHT1);
+ pos[0] = -1.0;
+ pos[1] = 0.8;
+ pos[2] = 4.0;
+ pos[3] = 0.0;
+ diffuse[0] = 0.3;
+ diffuse[1] = 0.3;
+ diffuse[2] = 0.3;
+ diffuse[3] = 1.0;
+ specular[0] = 1.0;
+ specular[1] = 1.0;
+ specular[2] = 1.0;
+ specular[3] = 1.0;
+ ambient[0] = 0.0;
+ ambient[1] = 0.0;
+ ambient[2] = 0.0;
+ ambient[3] = 1.0;
+ glLightfv(GL_LIGHT2, GL_POSITION, pos);
+ glLightfv(GL_LIGHT2, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT2, GL_SPECULAR, specular);
+ glLightfv(GL_LIGHT2, GL_AMBIENT, ambient);
+
}
void render_set_wireframe(int wireframe) {
@@ -711,18 +734,18 @@ void render_draw(Game *game, Uint32 t) {
render_draw_stuff(game, t);
/* Finally, draw the lander */
- GLfloat pos[] = { -1.0, 0.8, 4.0, 0.0 };
- GLfloat diffuse[] = { 0.4, 0.4, 0.4, 1.0 };
- GLfloat specular[] = { 0.1, 0.1, 0.1, 1.0 };
- glLightfv(GL_LIGHT2, GL_POSITION, pos);
- glLightfv(GL_LIGHT2, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT2, GL_SPECULAR, specular);
glEnable(GL_LIGHT2);
+ glDisable(GL_LIGHT0);
+ glDisable(GL_LIGHT1);
+ GLfloat amb[] = { 0.3, 0.3, 0.3, 1.0 };
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ if ( r->shaders ) glUniform1i(glGetUniformLocation(game->render->lighting_program, "fill_light_enabled"), 1);
render_model_instance_draw(game->lander, t, r, NULL);
+ if ( r->shaders ) glUniform1i(glGetUniformLocation(game->render->lighting_program, "fill_light_enabled"), 0);
glPopClientAttrib();
if ( r->shaders ) glUniform1i(glGetUniformLocation(game->render->lighting_program, "texture_enabled"), 0);
render_draw_line(game->lander->x, game->lander->y, game->lander->z, game->lander->x, game->lander->y, game->lander->z-200.0);