Update deferredLightingEffect::add*Light methods

This commit is contained in:
Ryan Huffman 2015-02-26 11:03:47 -08:00
parent c3a7257439
commit e42b708b56
4 changed files with 19 additions and 23 deletions

View file

@ -380,8 +380,7 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool
foreach (const AvatarManager::LocalLight& light, DependencyManager::get<AvatarManager>()->getLocalLights()) {
glm::vec3 direction = orientation * light.direction;
DependencyManager::get<DeferredLightingEffect>()->addSpotLight(position - direction * distance,
distance * 2.0f, glm::vec3(), light.color, light.color, 1.0f, 0.5f, 0.0f, direction,
LIGHT_EXPONENT, LIGHT_CUTOFF);
distance * 2.0f, light.color, 0.5f, orientation, LIGHT_EXPONENT, LIGHT_CUTOFF);
}
}

View file

@ -48,7 +48,7 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
glm::vec3 diffuse = glm::vec3(diffuseR, diffuseG, diffuseB);
glm::vec3 specular = glm::vec3(specularR, specularG, specularB);
glm::vec3 direction = IDENTITY_FRONT * rotation;
float constantAttenuation = getConstantAttenuation();
float intensity = getConstantAttenuation();
float linearAttenuation = getLinearAttenuation();
float quadraticAttenuation = getQuadraticAttenuation();
float exponent = getExponent();
@ -56,11 +56,10 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
if (_isSpotlight) {
DependencyManager::get<DeferredLightingEffect>()->addSpotLight(position, largestDiameter / 2.0f,
ambient, diffuse, specular, constantAttenuation, linearAttenuation, quadraticAttenuation,
direction, exponent, cutoff);
diffuse, intensity, rotation, exponent, cutoff);
} else {
DependencyManager::get<DeferredLightingEffect>()->addPointLight(position, largestDiameter / 2.0f,
ambient, diffuse, specular, constantAttenuation, linearAttenuation, quadraticAttenuation);
diffuse, intensity);
}
#ifdef WANT_DEBUG

View file

@ -126,15 +126,16 @@ void DeferredLightingEffect::renderSolidCone(float base, float height, int slice
releaseSimpleProgram();
}
void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& ambient,
const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation,
float linearAttenuation, float quadraticAttenuation) {
addSpotLight(position, radius, ambient, diffuse, specular, constantAttenuation, linearAttenuation, quadraticAttenuation);
void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& color,
float intensity) {
addSpotLight(position, radius, color, intensity);
}
void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radius, const glm::vec3& ambient,
const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation, float linearAttenuation,
float quadraticAttenuation, const glm::vec3& direction, float exponent, float cutoff) {
// Remove: ambient, specular, *Attenuation, direction
// Add: intensity, radius
// Rename: diffuseColor -> color
void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radius, const glm::vec3& color,
float intensity, const glm::quat& orientation, float exponent, float cutoff) {
int lightID = _pointLights.size() + _spotLights.size() + _globalLights.size();
if (lightID >= _allocatedLights.size()) {
@ -144,8 +145,8 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
lp->setPosition(position);
lp->setMaximumRadius(radius);
lp->setColor(diffuse);
lp->setIntensity(1.0f);
lp->setColor(color);
lp->setIntensity(intensity);
//lp->setShowContour(quadraticAttenuation);
if (exponent == 0.0f && cutoff == PI) {
@ -153,7 +154,7 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
_pointLights.push_back(lightID);
} else {
lp->setDirection(direction);
lp->setOrientation(orientation);
lp->setSpotAngle(cutoff);
lp->setSpotExponent(exponent);
lp->setType(model::Light::SPOT);

View file

@ -57,15 +57,12 @@ public:
void renderSolidCone(float base, float height, int slices, int stacks);
/// Adds a point light to render for the current frame.
void addPointLight(const glm::vec3& position, float radius, const glm::vec3& ambient = glm::vec3(0.0f, 0.0f, 0.0f),
const glm::vec3& diffuse = glm::vec3(1.0f, 1.0f, 1.0f), const glm::vec3& specular = glm::vec3(1.0f, 1.0f, 1.0f),
float constantAttenuation = 1.0f, float linearAttenuation = 0.0f, float quadraticAttenuation = 0.0f);
void addPointLight(const glm::vec3& position, float radius, const glm::vec3& color = glm::vec3(0.0f, 0.0f, 0.0f),
float intensity = 0.5f);
/// Adds a spot light to render for the current frame.
void addSpotLight(const glm::vec3& position, float radius, const glm::vec3& ambient = glm::vec3(0.0f, 0.0f, 0.0f),
const glm::vec3& diffuse = glm::vec3(1.0f, 1.0f, 1.0f), const glm::vec3& specular = glm::vec3(1.0f, 1.0f, 1.0f),
float constantAttenuation = 1.0f, float linearAttenuation = 0.0f, float quadraticAttenuation = 0.0f,
const glm::vec3& direction = glm::vec3(0.0f, 0.0f, -1.0f), float exponent = 0.0f, float cutoff = PI);
void addSpotLight(const glm::vec3& position, float radius, const glm::vec3& color = glm::vec3(1.0f, 1.0f, 1.0f),
float intensity = 0.5f, const glm::quat& orientation = glm::quat(), float exponent = 0.0f, float cutoff = PI);
/// Adds an object to render after performing the deferred lighting for the current frame (e.g., a translucent object).
void addPostLightingRenderable(PostLightingRenderable* renderable) { _postLightingRenderables.append(renderable); }