Moving updateClosestLights() to level class.
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2b2e05f009
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fc2ce96771
@ -180,7 +180,7 @@ void Graphics::init(Level* level) {
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bindTextureUnits();
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updateClosestLights();
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closestLights = level->getClosestLights();
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// set shader variables that stay the same across the runtime of the application
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skydomeShader->use();
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@ -377,13 +377,13 @@ void Graphics::render(double time)
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framebuffer_cube->bind();
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for (unsigned int i_pointlight = 0; i_pointlight<closestLights.size() && i_pointlight < maxShadowRenderCount; i_pointlight++) {
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for (unsigned int i_pointlight = 0; i_pointlight<closestLights->size() && i_pointlight < maxShadowRenderCount; i_pointlight++) {
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// render each side of the cube
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for (int i_face = 0; i_face<6; i_face++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
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glClear(GL_DEPTH_BUFFER_BIT);
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glm::mat4 viewMatrix = glm::lookAt(closestLights.at(i_pointlight).getPosition(),
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closestLights.at(i_pointlight).getPosition() + looking_directions[i_face], upvectors[i_face]);
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glm::mat4 viewMatrix = glm::lookAt(closestLights->at(i_pointlight)->getPosition(),
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closestLights->at(i_pointlight)->getPosition() + looking_directions[i_face], upvectors[i_face]);
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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
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std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
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viewMatrixVector.push_back(viewMatrix);
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@ -616,62 +616,41 @@ void Graphics::render(double time)
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}
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}
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bool Graphics::compareLightDistances(Light a, Light b) {
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if (glm::distance(this->level->getCameraCenter()->getPosition(), a.getPosition()) <
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glm::distance(this->level->getCameraCenter()->getPosition(), b.getPosition())) {
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return true;
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}
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else {
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return false;
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}
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}
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void Graphics::updateClosestLights() {
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closestLights = std::vector<Light>(*level->getLights());
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std::sort(closestLights.begin(),
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closestLights.end(),
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[this](Light a, Light b) {return compareLightDistances(a, b); });
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if (level->getLights()->size() > 15) {
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closestLights = std::vector<Light>(&closestLights[0],
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&closestLights[15]);
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}
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}
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void Graphics::updateLights() {
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updateClosestLights();
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if (closestLights.size() > 0) {
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closestLights = level->getClosestLights();
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if (closestLights->size() > 0) {
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lightingShader->use();
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lightingShader->setUniform("lightCount", (int) closestLights.size());
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lightingShader->setUniform("maxShadowRenderCount", std::min((int) closestLights.size(), (int)maxShadowRenderCount));
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lightingShader->setUniform("lightCount", (int) closestLights->size());
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lightingShader->setUniform("maxShadowRenderCount", std::min((int) closestLights->size(), (int)maxShadowRenderCount));
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// Build light position array
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glm::vec3 lightSources[closestLights.size()];
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for(unsigned int i = 0; i<closestLights.size(); i++) {
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lightSources[i] = closestLights.at(i).getPosition();
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glm::vec3 lightSources[closestLights->size()];
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for(unsigned int i = 0; i<closestLights->size(); i++) {
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lightSources[i] = closestLights->at(i)->getPosition();
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}
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glUniform3fv(lightingShader->getUniformLocation("lightSources"),
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sizeof(lightSources), (GLfloat*) lightSources);
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// Build light colour array
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glm::vec3 lightColours[closestLights.size()];
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for(unsigned int i = 0; i<closestLights.size(); i++) {
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lightColours[i] = closestLights.at(i).getColour();
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glm::vec3 lightColours[closestLights->size()];
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for(unsigned int i = 0; i<closestLights->size(); i++) {
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lightColours[i] = closestLights->at(i)->getColour();
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}
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glUniform3fv(lightingShader->getUniformLocation("lightColors"),
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sizeof(lightColours), (GLfloat*) lightColours);
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// Build light attenuation array
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float lightIntensities[closestLights.size()];
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for(unsigned int i = 0; i<closestLights.size(); i++) {
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lightIntensities[i] = closestLights.at(i).getIntensity();
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float lightIntensities[closestLights->size()];
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for(unsigned int i = 0; i<closestLights->size(); i++) {
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lightIntensities[i] = closestLights->at(i)->getIntensity();
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}
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glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
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sizeof(lightIntensities), (GLfloat*) lightIntensities);
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}
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// set directional Light
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bool isFlame[closestLights.size()];
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bool isFlame[closestLights->size()];
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closestFlames = std::vector<Flame*>();
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for (unsigned int i = 0; i<closestLights.size(); i++) {
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if (closestLights.at(i).isFlame()) {
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closestFlames.push_back(closestLights.at(i).getFlame());
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for (unsigned int i = 0; i<closestLights->size(); i++) {
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if (closestLights->at(i)->isFlame()) {
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closestFlames.push_back(closestLights->at(i)->getFlame());
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isFlame[i] = true;
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}
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else {
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@ -37,8 +37,6 @@ class Graphics {
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private:
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void bindTextureUnits();
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void updateLights();
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void updateClosestLights();
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bool compareLightDistances(Light a, Light b);
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void saveDepthBufferToDisk(int face, std::string);
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double lastLightUpdate;
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double lastWindUpdate;
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@ -54,7 +52,7 @@ class Graphics {
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std::string loadingScreenContinuePath;
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SharedTexture2D loadingScreen;
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SharedTexture2D loadingContinueScreen;
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std::vector<Light> closestLights;
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std::vector<Light*>* closestLights;
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std::vector<Flame*> closestFlames;
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SharedShaderProgram loadingShader;
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SharedShaderProgram lightingShader;
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@ -18,6 +18,9 @@ Level::~Level() {
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lua_close(luaState);
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}
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delete(waterPlane);
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for(unsigned int i = 0; i<lights.size(); i++) {
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delete(lights.at(i));
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}
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}
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void Level::load() {
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@ -238,7 +241,7 @@ glm::vec3 Level::getAmbientLight() {
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return ambientLight;
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}
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std::vector<Light>* Level::getLights() {
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std::vector<Light*>* Level::getLights() {
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return &lights;
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}
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@ -375,7 +378,8 @@ void Level::setCameraCenter(Object* object) {
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}
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void Level::addLight(Light light) {
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this->lights.push_back(light);
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Light *add_light = new Light(light);
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this->lights.push_back(add_light);
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}
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void Level::preloadLightPosition(float xPos, float yPos, float zPos){
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@ -384,7 +388,7 @@ void Level::preloadLightPosition(float xPos, float yPos, float zPos){
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void Level::addLightByParameters(float redColour, float greenColour, float blueColour, float intensity, float flameYOffset, float flameHeight, float flameWidth){
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glm::vec3 colour = glm::vec3(redColour, greenColour, blueColour);
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this->lights.push_back(Light(nextLightPosition, colour, intensity, flameYOffset, flameHeight, flameWidth));
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this->lights.push_back(new Light(nextLightPosition, colour, intensity, flameYOffset, flameHeight, flameWidth));
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}
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void Level::deleteFourLights(){
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@ -466,3 +470,25 @@ std::vector<std::vector<Chunk>>* Level::getChunks() {
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Object* Level::getWaterPlane() {
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return waterPlane;
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}
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bool Level::compareLightDistances(Light* a, Light* b) {
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if (glm::distance(cameraCenter->getPosition(), a->getPosition()) <
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glm::distance(cameraCenter->getPosition(), b->getPosition())) {
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return true;
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}
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else {
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return false;
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}
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}
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std::vector<Light*>* Level::getClosestLights() {
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closestLights = std::vector<Light*>(lights);
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std::sort(closestLights.begin(),
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closestLights.end(),
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[this](Light* a, Light* b) {return compareLightDistances(a, b); });
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if (lights.size() > 15) {
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closestLights = std::vector<Light*>(&closestLights[0],
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&closestLights[15]);
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}
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return &closestLights;
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}
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@ -37,7 +37,7 @@ class Level {
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std::vector<glm::mat4>* shadowVPs=0);
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glm::vec3 getAmbientLight();
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Light* getDirectionalLight();
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std::vector<Light>* getLights();
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std::vector<Light*>* getLights();
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Object* getCameraCenter();
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Camera* getCamera();
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glm::vec3 getCameraPosition();
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@ -84,6 +84,7 @@ class Level {
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void addToSpecificChunk(Object* object, int xPosition, int zPosition);
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void enqueueObjects(Graphics* graphics);
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void sortObjects(int textureCount);
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std::vector<Light*>* getClosestLights();
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private:
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lua_State* luaState=nullptr;
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std::vector<Object*> crossChunkObjects;
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@ -91,7 +92,8 @@ class Level {
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std::vector<Object*> allObjects;
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std::vector<Object*> physicsObjects;
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std::vector<std::vector<Chunk>> chunks;
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std::vector<Light> lights;
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std::vector<Light*> lights;
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std::vector<Light*> closestLights;
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std::vector<Trigger> triggers;
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Object* waterPlane=nullptr;
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glm::vec3 ambientLight;
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@ -111,6 +113,7 @@ class Level {
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glm::vec3 nextLightPosition;
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int chunkSize;
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float farPlane;
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bool compareLightDistances(Light* a, Light* b);
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};
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#endif
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