Example #1
0
void Light::setup(GLint glLightId_in)
{	
	GLint lightId = (glLightId_in != -1)?glLightId_in:glLightId;
	
	glLightId = lightId;
	
	enable();
	glMatrixMode(GL_MODELVIEW);
	
	
	if (has_target && (type == LIGHT_SPOT || type == LIGHT_AREA))
	{
//		Vector direction;
		
		direction = position;
		direction -= target;
		//direction.makeUnit();
		
//#if !defined(ARCH_PSP) && !defined(OPENGL_ES) && !defined(ARCH_DC)
//		GLShader::defaultShader.setShaderValue("lightDir",direction);
//#endif
		
#ifdef ARCH_PSP
		ScePspFVector3 lightPosition = { position.x, position.y, position.z };
		ScePspFVector3 lightDirection = { direction.x, direction.y, direction.z };

	    sceGuLight( lightId, GU_SPOTLIGHT, GU_DIFFUSE_AND_SPECULAR, &lightPosition );
	    //sceGuLight( lightId, GU_SPOTLIGHT, GU_SPECULAR, &lightPosition );
		sceGuLightSpot(lightId, &lightDirection, exponent, cutoff);
#else		
#ifndef ARCH_DC
		GLfloat Direction[] = { direction.x, direction.y, direction.z, 1.0f };
		GLfloat Position[] = { position.x, position.y, position.z, 1.0f };
		glLightfv(lightId, GL_POSITION, Position);
		glLightfv(lightId, GL_SPOT_DIRECTION, Direction);
#endif
#endif
	}
	else
	{
		if (type==LIGHT_DIRECTIONAL)
		{
			direction = XYZ(1,0,0);
			
			if (rotation.x || rotation.y || rotation.z || rotation != rotation_last)
			{
				Vector direction_in;
				
				direction_in = XYZ(1,0,0);

//				float dirTransform[16];
//				glMatrixMode(GL_MODELVIEW);
//				glPushMatrix();
//					glLoadIdentity();
//					glRotatef(rotation.z,0,0,1);
//					glRotatef(rotation.y,0,1,0);
//					glRotatef(rotation.x,1,0,0);
//					glGetFloatv(GL_MODELVIEW_MATRIX,dirTransform);
//				glPopMatrix();
//				
//				matTransform(dirTransform,direction_in,direction);
//				direction.makeUnit();
				
				directionTransform.pushMatrix();
				if (rotation.z)	directionTransform.rotate(rotation.z,0,0,1);
				if (rotation.y)	directionTransform.rotate(rotation.y,0,1,0);
				if (rotation.x)	directionTransform.rotate(rotation.x,1,0,0);
				directionTransform.apply(direction_in, direction);
				directionTransform.popMatrix();
				

//				direction = XYZ(cos(DEGTORAD(rotation.x)),sin(DEGTORAD(rotation.y)),sin(DEGTORAD(rotation.z)));
				direction.makeUnit();
				
				rotation_last = rotation;
			}
			
#ifdef ARCH_PSP
			ScePspFVector3 lightDirection = { direction.x, direction.y, direction.z };
			sceGuLight( lightId, GU_DIRECTIONAL, GU_DIFFUSE_AND_SPECULAR, &lightDirection );
			//sceGuLight( lightId, GU_DIRECTIONAL, GU_SPECULAR, &lightDirection );
#else		
			GLfloat Position[] = { direction.x, direction.y, direction.z, 0.0f };
//			GLfloat Position[] = { 1, 0, 0, 0.0 };

#ifndef ARCH_DC
			glLightfv(lightId, GL_POSITION, Position);
#endif
#endif			
		}
#ifndef ARCH_PSP
#ifndef ARCH_DC
		else
		{
			if (parent)
			{
				glPushMatrix();
				parent->transformBegin();
			}			

			glPushMatrix();

			ObjectController lCtl;
			
			lCtl.setRotation(rotation);
			lCtl.setPosition(position);
			
			lCtl.transformBegin();
			
//
//			if (position.x || position.y || position.z)
//			{
//				glTranslatef(position.x,position.y,position.z);
//			}
//			
//			if (rotation.x || rotation.y || rotation.z)
//			{
//				if (rotation.z)
//				{
//					glRotatef(rotation.z,0,0,1);
//				}
//				if (rotation.y)
//				{
//					glRotatef(rotation.y,0,1,0);
//				}
//				if (rotation.x)
//				{
//					glRotatef(rotation.x,1,0,0);
//				}
//			}			

			GLfloat Direction[] = { 0, 0, -1, 1 };
			glLightfv(lightId, GL_SPOT_DIRECTION, Direction);
			GLfloat Position[] = { 0, 0, 0, 1 };
			glLightfv(lightId, GL_POSITION, Position);
			
			glGetFloatv(GL_MODELVIEW_MATRIX,transMatrix);
			
			lCtl.transformEnd();
			glPopMatrix();
			
			
//			glPushMatrix();
//			#ifdef ARCH_PSP
//					ScePspFVector3 lightPosition = { position.x, position.y, position.z };
//					//sceGuLight( lightId, GU_POINTLIGHT, GU_AMBIENT_AND_DIFFUSE, &lightPosition );
//					sceGuLight( lightId, GU_POINTLIGHT, GU_SPECULAR, &lightPosition );
//			#else		
//					GLfloat Position[] = { position.x, position.y, position.z, 1.0 };
//					glLightfv(lightId, GL_POSITION, Position);
//			#endif
//			glPopMatrix();
			
			if (parent)
			{
				parent->transformEnd();
				glPopMatrix();
			}

		}
#endif
#endif
		
//		if (type == LIGHT_DIRECTIONAL)
//	{
//			GLfloat Position[] = { direction.x, direction.y, direction.z, 0 };
//			glLightfv(lightId, GL_POSITION, Position);
//	}
	}


	
#ifndef ARCH_DC
	if (type == LIGHT_POINT)
	{
#ifdef ARCH_PSP
		ScePspFVector3 lightPosition = { position.x, position.y, position.z };
	    sceGuLight( lightId, GU_POINTLIGHT, GU_DIFFUSE_AND_SPECULAR, &lightPosition );
//	    sceGuLight( lightId, GU_POINTLIGHT, GU_SPECULAR, &lightPosition );
#else		
		GLfloat Position[] = { position.x, position.y, position.z, 1 };
		glLightfv(lightId, GL_POSITION, Position);
//		printf("pos: %d, %f, %f, %f\n",lightId,Position[0],Position[1],Position[2]);
#endif

#ifndef ARCH_PSP
		if (cutoff)
		{
			glLightf(lightId, GL_SPOT_EXPONENT, 1.0f/cutoff); 
		}
		else
		{
			glLightf(lightId, GL_SPOT_EXPONENT, 0); 	
		}
#endif
	}

	
#ifndef ARCH_PSP
	if ((type == LIGHT_SPOT)) //  || type == LIGHT_PROJECTOR
	{
		glLightf(lightId, GL_SPOT_CUTOFF, cutoff/2.0f);   
		glLightf(lightId, GL_SPOT_EXPONENT, 1.0);
	}
#endif
	

#ifdef ARCH_PSP
		sceGuLightMode(GU_SEPARATE_SPECULAR_COLOR);

		sceGuLightColor( lightId, GU_AMBIENT, GU_COLOR( ambient.r, ambient.g, ambient.b, 1.0f ));
		sceGuLightColor( lightId, GU_DIFFUSE, GU_COLOR( diffuse.r, diffuse.g, diffuse.b, 1.0f ));
		sceGuLightColor( lightId, GU_SPECULAR, GU_COLOR( specular.r, specular.g, specular.b, 1.0f ));
#else
	
//#ifndef OPENGL_ES
	//		glEnable(GL_SEPARATE_SPECULAR_COLOR);
	//		glLightModeli (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);
	//		glEnable(GL_COLOR_SUM);
//#endif
		GLfloat Ambient[] = { ambient.r, ambient.g, ambient.b, 1 };
		GLfloat Diffuse[] = { diffuse.r, diffuse.g, diffuse.b, 1 };
		GLfloat Specular[] = { specular.r, specular.g, specular.b, 1 };

		glLightfv(lightId, GL_AMBIENT, Ambient);
		glLightfv(lightId, GL_DIFFUSE, Diffuse);
		glLightfv(lightId, GL_SPECULAR, Specular);
#endif	
	
#ifdef ARCH_PSP
	sceGuEnable(gl_lights[lightId]);
	sceGuLightAtt(lightId, constant_attenuation, linear_attenuation, quadratic_attenuation);
#else
	glLightf(lightId, GL_CONSTANT_ATTENUATION, constant_attenuation);
	glLightf(lightId, GL_LINEAR_ATTENUATION, linear_attenuation);
	glLightf(lightId, GL_QUADRATIC_ATTENUATION, quadratic_attenuation);
	
	glEnable(lightId);
#endif
#endif
	
};
Example #2
0
int main(int argc, char* argv[])
{
	setupCallbacks();

	// setup GU

	void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
	void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
	void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);

	sceGuInit();

	sceGuStart(GU_DIRECT,list);
	sceGuDrawBuffer(GU_PSM_8888,fbp0,BUF_WIDTH);
	sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,fbp1,BUF_WIDTH);
	sceGuDepthBuffer(zbp,BUF_WIDTH);
	sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
	sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
	sceGuDepthRange(0xc350,0x2710);
	sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuDepthFunc(GU_GEQUAL);
	sceGuEnable(GU_DEPTH_TEST);
	sceGuFrontFace(GU_CW);
	sceGuShadeModel(GU_SMOOTH);
//	sceGuEnable(GU_CULL_FACE);
	sceGuEnable(GU_CLIP_PLANES);
	sceGuFinish();
	sceGuSync(0,0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);

	setupSH();
	indicesSH();

	// run sample

	int val = 0;

	while(running())
	{
		sceGuStart(GU_DIRECT,list);

		// clear screen

		sceGuClearColor(0x000000);
		sceGuClearDepth(0);
		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

		// light settings

		sceGuEnable(GU_LIGHTING);
		sceGuEnable(GU_LIGHT0);
		sceGuEnable(GU_LIGHT1);
		sceGuEnable(GU_LIGHT2);
		sceGuLightMode(1);
		{
			unsigned int i;

			for (i = 0; i < 3; ++i)
			{
				sceGuLight(i,GU_DIRECTIONAL,GU_DIFFUSE_AND_SPECULAR,&lsettings[i].position);
				sceGuLightColor(i,GU_DIFFUSE,lsettings[i].diffuse);
				sceGuLightColor(i,GU_SPECULAR,lsettings[i].specular);
				sceGuLightAtt(i,0.0f,1.0f,0.0f);
			}
			sceGuSpecular(12.0f);
			sceGuAmbient(0x000000);
		}

		// setup matrices

		sceGumMatrixMode(GU_PROJECTION);
		sceGumLoadIdentity();
		sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);

		sceGumMatrixMode(GU_VIEW);
		{
			ScePspFVector3 pos = { 0, 0, -5.0f };

			sceGumLoadIdentity();
			sceGumTranslate(&pos);
		}

		sceGumMatrixMode(GU_MODEL);
		sceGumLoadIdentity();
		{
			ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
			sceGumRotateXYZ(&rot);
		}

		// setup texture

		sceGuAmbientColor(0xffffffff);

		// draw

		renderSH(parametersSH);

		sceGuFinish();
		sceGuSync(0,0);

		sceDisplayWaitVblankStart();
		sceGuSwapBuffers();

		val++;

		if ((val%600) == 0)
		{
			unsigned int i;
			for (i = 0; i < 8; ++i)
				parametersSH[i] = (int)((rand() / ((float)RAND_MAX)) * 6.0f);
		}
	}

	sceGuTerm();

	sceKernelExitGame();
	return 0;
}