Package ponkOut.graphics

Source Code of ponkOut.graphics.Lighting

/* Copyright 2010-2011 Christian Matt
*
* This file is part of PonkOut.
*
* PonkOut is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* PonkOut is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with PonkOut.  If not, see <http://www.gnu.org/licenses/>.
*/

package ponkOut.graphics;

import java.nio.FloatBuffer;
import java.util.LinkedList;
import java.util.List;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Vector3f;

import ponkOut.graphics.resources.Shader;
import ponkOut.graphics.resources.ShaderManager;

public class Lighting {
  // the same as in light.glslf
  private static final int MAX_LIGHTS = 2;

  private static Shader lightingVShader;
  private static Shader lightingFShader;
  private static Shader lightingTextureVShader;
  private static Shader lightingTextureFShader;
  private static Shader lightingTextureBumpVShader;
  private static Shader lightingTextureBumpFShader;

  private static List<Light> lights;

  public static void init() {
    // create shader objects
    lightingVShader = ShaderManager.getInstance().getShader("lighting.arbvp1");
    lightingFShader = ShaderManager.getInstance().getShader("lighting.arbfp1");
    lightingTextureVShader = ShaderManager.getInstance().getShader("lightingTexture.arbvp1");
    lightingTextureFShader = ShaderManager.getInstance().getShader("lightingTexture.arbfp1");
    lightingTextureBumpVShader = ShaderManager.getInstance().getShader("lightingTextureBump.arbvp1");
    lightingTextureBumpFShader = ShaderManager.getInstance().getShader("lightingTextureBump.arbfp1");

    // set global light settings
    FloatBuffer ambient = BufferUtils.createFloatBuffer(4);
    ambient.put(new float[] { 0.0f, 0.0f, 0.0f, 1.0f }).flip();
    GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, ambient);

    lights = new LinkedList<Light>();
  }

  public static void enable(boolean texture) {
    if (texture) {
      lightingTextureVShader.enable();
      lightingTextureFShader.enable();
    } else {
      lightingVShader.enable();
      lightingFShader.enable();
    }
  }

  public static void enableBumpMapped() {
    lightingTextureBumpVShader.enable();
    lightingTextureBumpFShader.enable();
  }

  public static void disable() {
    // it does not matter which shader is disabled
    lightingFShader.disable();
    lightingVShader.disable();
  }

  public static Light addLight(Vector3f position, float ambientR, float ambientG, float ambientB, float diffuseR,
      float diffuseG, float diffuseB, float specularR, float specularG, float specularB) {
    int next = lights.size();
    if (next >= MAX_LIGHTS)
      return null;

    Light light = new Light(GL11.GL_LIGHT0 + next, position, new float[] { ambientR, ambientG, ambientB, 1.0f },
        new float[] { diffuseR, diffuseG, diffuseB, 1.0f },
        new float[] { specularR, specularG, specularB, 1.0f });
    lights.add(light);

    return light;
  }

  public static void remove(Light light) {
    lights.remove(light);

    // actually disable it by setting position.w = 0.0
    // (does not work anymore)
    // FloatBuffer pos = BufferUtils.createFloatBuffer(4);
    // pos.put(new float[] { 0.0f, 0.0f, 0.0f, 0.0f }).flip();
    // GL11.glLight(light.getId(), GL11.GL_POSITION, pos);
  }

  public static void updatePositions() {
    for (Light light : lights) {
      light.updatePosition();
    }
  }
}
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