Rave tweaks: Use separate light settings for avatars and particles

This commit is contained in:
Eric Johnston 2013-08-06 17:39:56 -07:00
parent 7583e1cd14
commit 35465686db
3 changed files with 38 additions and 10 deletions

View file

@ -1159,6 +1159,10 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
glPopMatrix();
}
if (Application::getInstance()->getAvatar()->getHand().isRaveGloveActive()) {
_hand.setRaveLights(RAVE_LIGHTS_AVATAR);
}
// render a simple round on the ground projected down from the avatar's position
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
@ -1225,16 +1229,6 @@ void Avatar::renderScreenTint(ScreenTintLayer layer, Camera& whichCamera) {
if (layer == SCREEN_TINT_BEFORE_AVATARS) {
if (_hand.isRaveGloveActive()) {
_hand.renderRaveGloveStage();
// Set some mood lighting
GLfloat ambient_color[] = { 0.0, 0.0, 0.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
GLfloat diffuse_color[] = { 0.4, 0.0, 0.0 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
GLfloat specular_color[] = { 0.0, 0.0, 0.0, 0.0};
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 0);
}
}
else if (layer == SCREEN_TINT_BEFORE_AVATARS) {

View file

@ -145,6 +145,9 @@ void Hand::render(bool lookingInMirror) {
if (_raveGloveInitialized) {
updateRaveGloveEmitters(); // do this after calculateGeometry
// Use normal lighting for the particles
setRaveLights(RAVE_LIGHTS_PARTICLES);
_raveGloveParticleSystem.render();
}
}
@ -161,6 +164,31 @@ void Hand::render(bool lookingInMirror) {
}
}
void Hand::setRaveLights(RaveLightsSetting setting) {
if (setting == RAVE_LIGHTS_AVATAR) {
// Set some mood lighting
GLfloat ambient_color[] = { 0.0, 0.0, 0.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
GLfloat diffuse_color[] = { 0.4, 0.0, 0.0 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
GLfloat specular_color[] = { 0.0, 0.0, 0.0, 0.0};
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 0);
}
else if (setting == RAVE_LIGHTS_PARTICLES) {
// particles use a brighter light setting
GLfloat ambient_color[] = { 0.7, 0.7, 0.8 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
GLfloat diffuse_color[] = { 0.8, 0.7, 0.7 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
GLfloat specular_color[] = { 1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 96);
}
}
void Hand::renderRaveGloveStage() {
if (_owningAvatar && _owningAvatar->isMyAvatar()) {
Head& head = _owningAvatar->getHead();

View file

@ -20,6 +20,11 @@
#include <SharedUtil.h>
#include <vector>
enum RaveLightsSetting {
RAVE_LIGHTS_AVATAR = 0,
RAVE_LIGHTS_PARTICLES
};
class Avatar;
class ProgramObject;
@ -42,6 +47,7 @@ public:
void simulate(float deltaTime, bool isMine);
void render(bool lookingInMirror);
void renderRaveGloveStage();
void setRaveLights(RaveLightsSetting setting);
void setBallColor (glm::vec3 ballColor ) { _ballColor = ballColor; }
void updateRaveGloveParticles(float deltaTime);