void OpenGLShaderPointLight::copyLight(PointLight &light)
{
    setParamValue("position", light.getPosition());
    setParamValue("ambient", light.getAmbient());
    setParamValue("diffuse", light.getDiffuse());
    setParamValue("specular", light.getSpecular());
    setParamValue("attenuation", light.getAttenuation());
    setParamValue("cutoff", light.getCutoff());
    bind();
}
示例#2
0
void LegacyRenderer::render(const ICamera<float>& camera, const PointLight<float>& light, const TriangleBuffer& buffer)
{
	const auto& positions = buffer.getPositions().get();// buffers[0].get();
	const auto& normals = buffer.getNormals().get();//buffers[1].get();

	if (positions.empty()) {
		return;
	}

	glEnable(GL_DEPTH_TEST);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);

	const auto& projectionMatrix = camera.getProjectionMatrix();
	const auto& modelviewMatrix = camera.getModelviewMatrix();;

	std::vector<float> lightPos = { light.getPos().getX(), light.getPos().getY(), light.getPos().getZ(), 1.0 };
	glLightfv(GL_LIGHT0, GL_POSITION, lightPos.data());
	glLightfv(GL_LIGHT0, GL_DIFFUSE, light.getDiffuse().toArray4().data());
//	glLightfv(GL_LIGHT0, GL_SPECULAR, light.getSpecular().toArray4().data());
	glLightfv(GL_LIGHT0, GL_AMBIENT, white);


	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glLoadMatrixf(projectionMatrix.toArray().data());

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glLoadMatrixf(modelviewMatrix.toArray().data());


	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, yellow);

	glEnableClientState(GL_VERTEX_ARRAY);
	glVertexPointer(3, GL_FLOAT, 0, positions.data());

	glEnableClientState(GL_NORMAL_ARRAY);
	glNormalPointer(GL_FLOAT, 0, normals.data());

	//glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(positions.size()) / 3);
	for (const auto& b : buffer.getBlocks()) {
		const auto& indices = b.getIndices();
		glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indices.size()), GL_UNSIGNED_INT, indices.data());
	}

	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_NORMAL_ARRAY);

	glDisable(GL_LIGHTING);
	glDisable(GL_LIGHT0);
	glDisable(GL_DEPTH_TEST);

}