Ejemplo n.º 1
0
void render(NODE * node, Vector camPos)
{
	Mtx tmp;
	if(!node->isRenderable()) return;//Skip non-renderable nodes such as empty nodes, regions or lights
	if(node->flags & F_Visible)//Is it visible?
	{
		//Set matrices
		Mtx aux, inv;
		GX_ClearVtxDesc();
		node->absMtx(modelM);
		char msg[64];

		guMtxConcat(view, modelM, modelview);
		GX_LoadPosMtxImm(modelview, GX_PNMTX0);//Load model view matrix
		guMtxInverse(modelview, tmp);
		guMtxTranspose(tmp,inv);
		GX_LoadNrmMtxImm(inv, GX_PNMTX0);//Load normal matrix

		//TODO: Better lighting (multiple lights)
		std::vector<LIGHT*>::iterator light = mainRoot->getLights().begin();
		//if(light == mainRoot->getLights().end())
		//	REVConsole->write("LIGHT");
		GXLightObj lObj[8];
		u8 lightMask = 0, tmpLight = GX_LIGHT0;
		for(u8 i = 0;light != mainRoot->getLights().end(); ++light, ++i)
		{
			Vector lpos = (*light)->getPos();
			guVecMultiply(view, &lpos, &lpos);
			
			GX_InitLightPos(&lObj[i],lpos.x,lpos.y,lpos.z);
			GX_InitLightAttn(&lObj[i], 1.0f,0.0f,0.0f,1.0f,0.0f,0.0f);
			GX_InitLightSpot(&lObj[i],0.0f,GX_SP_OFF);
			GX_InitLightColor(&lObj[i],(*light)->clr);
			GX_LoadLightObj(&lObj[i],tmpLight);
			lightMask |= tmpLight;
			tmpLight *= 2;
		}
		//Render the node
		node->render(lightMask);
	}
}
Ejemplo n.º 2
0
void SetLight(Mtx view)
{
	guVector lpos;
	GXLightObj lobj;

	lpos.x = 0;
	lpos.y = 0;
	lpos.z = 2.0f;

	guVecMultiply(view,&lpos,&lpos);

	GX_InitLightPos(&lobj,lpos.x,lpos.y,lpos.z);
	GX_InitLightColor(&lobj,lightColor[0]);
	GX_LoadLightObj(&lobj,GX_LIGHT0);
	
	// set number of rasterized color channels
	GX_SetNumChans(1);
    GX_SetChanCtrl(GX_COLOR0A0,GX_ENABLE,GX_SRC_VTX,GX_SRC_VTX,GX_LIGHT0,GX_DF_CLAMP,GX_AF_NONE);
    GX_SetChanAmbColor(GX_COLOR0A0,lightColor[1]);
    GX_SetChanMatColor(GX_COLOR0A0,lightColor[2]);
}