#include "glutil.hpp"
#include "texture.hpp"
#include "texture_manager.hpp"
-
-#define LIGHTMAP_DIV 4
+#define LIGHTMAP_DIV 5
static inline int next_po2(int val)
{
}
DrawingContext::DrawingContext()
+ : ambient_color( 1.0f, 1.0f, 1.0f, 1.0f )
{
screen = SDL_GetVideoSurface();
const Vector& position, int layer)
{
draw_text(font, text, Vector(position.x + SCREEN_WIDTH/2, position.y),
- CENTER_ALLIGN, layer);
+ ALIGN_CENTER, layer);
}
void
}
void
+DrawingContext::get_light(const Vector& position, Color* color)
+{
+ if( ambient_color.red == 1.0f && ambient_color.green == 1.0f
+ && ambient_color.blue == 1.0f ) {
+ *color = Color( 1.0f, 1.0f, 1.0f);
+ return;
+ }
+
+ DrawingRequest request;
+ request.type = GETLIGHT;
+ request.pos = transform.apply(position);
+
+ //There is no light offscreen.
+ if(request.pos.x >= SCREEN_WIDTH || request.pos.y >= SCREEN_HEIGHT
+ || request.pos.x < 0 || request.pos.y < 0){
+ *color = Color( 0, 0, 0);
+ return;
+ }
+
+ request.layer = LAYER_GUI; //make sure all get_light requests are handled last.
+ GetLightRequest* getlightrequest = new GetLightRequest;
+ getlightrequest->color_ptr = color;
+ request.request_data = getlightrequest;
+ lightmap_requests.push_back(request);
+}
+
+void
+DrawingContext::get_light(DrawingRequest& request)
+{
+ GetLightRequest* getlightrequest = (GetLightRequest*) request.request_data;
+
+ float pixels[3];
+ for( int i = 0; i<3; i++)
+ pixels[i] = 0.0f; //set to black
+
+ float posX = request.pos.x * lightmap_width / SCREEN_WIDTH;
+ float posY = screen->h - request.pos.y * lightmap_height / SCREEN_HEIGHT;
+ glReadPixels((GLint) posX, (GLint) posY , 1, 1, GL_RGB, GL_FLOAT, pixels);
+ *(getlightrequest->color_ptr) = Color( pixels[0], pixels[1], pixels[2]);
+ //printf("get_light %f/%f =>%f/%f r%f g%f b%f\n", request.pos.x, request.pos.y, posX, posY, pixels[0], pixels[1], pixels[2]);
+
+ delete getlightrequest;
+}
+
+void
DrawingContext::draw_surface_part(DrawingRequest& request)
{
SurfacePartRequest* surfacepartrequest
}
void
+DrawingContext::draw_lightmap(DrawingRequest& request)
+{
+ const Texture* texture = reinterpret_cast<Texture*> (request.request_data);
+
+ // multiple the lightmap with the framebuffer
+ glBlendFunc(GL_DST_COLOR, GL_ZERO);
+
+ glBindTexture(GL_TEXTURE_2D, texture->get_handle());
+ glBegin(GL_QUADS);
+
+ glTexCoord2f(0, lightmap_uv_bottom);
+ glVertex2f(0, 0);
+
+ glTexCoord2f(lightmap_uv_right, lightmap_uv_bottom);
+ glVertex2f(SCREEN_WIDTH, 0);
+
+ glTexCoord2f(lightmap_uv_right, 0);
+ glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
+
+ glTexCoord2f(0, 0);
+ glVertex2f(0, SCREEN_HEIGHT);
+
+ glEnd();
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+}
+
+void
DrawingContext::do_drawing()
{
#ifdef DEBUG
transformstack.clear();
target_stack.clear();
- bool use_lightmap = lightmap_requests.size() != 0;
+ //Use Lightmap if ambient color is not white.
+ bool use_lightmap = ( ambient_color.red != 1.0f || ambient_color.green != 1.0f ||
+ ambient_color.blue != 1.0f );
// PART1: create lightmap
if(use_lightmap) {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- // FIXME: Add ambient light support here
- glClearColor(0.3, 0.3, 0.4, 1);
+ glClearColor( ambient_color.red, ambient_color.green, ambient_color.blue, 1 );
glClear(GL_COLOR_BUFFER_BIT);
handle_drawing_requests(lightmap_requests);
lightmap_requests.clear();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_BLEND);
+
+ // add a lightmap drawing request into the queue
+ DrawingRequest request;
+ request.type = LIGHTMAPREQUEST;
+ request.layer = LAYER_HUD - 1;
+ request.request_data = lightmap;
+ requests->push_back(request);
}
//glClear(GL_COLOR_BUFFER_BIT);
handle_drawing_requests(drawing_requests);
drawing_requests.clear();
-
- if(use_lightmap) {
- // multiple the lightmap with the framebuffer
- glBlendFunc(GL_DST_COLOR, GL_ZERO);
-
- glBindTexture(GL_TEXTURE_2D, lightmap->get_handle());
- glBegin(GL_QUADS);
-
- glTexCoord2f(0, lightmap_uv_bottom);
- glVertex2f(0, 0);
-
- glTexCoord2f(lightmap_uv_right, lightmap_uv_bottom);
- glVertex2f(SCREEN_WIDTH, 0);
-
- glTexCoord2f(lightmap_uv_right, 0);
- glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
-
- glTexCoord2f(0, 0);
- glVertex2f(0, SCREEN_HEIGHT);
-
- glEnd();
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
assert_gl("drawing");
SDL_GL_SwapBuffers();
case SURFACE:
{
const Surface* surface = (const Surface*) i->request_data;
- if (i->angle == 0.0f)
+ if (i->angle == 0.0f &&
+ i->color.red == 1.0f && i->color.green == 1.0f &&
+ i->color.blue == 1.0f && i->color.alpha == 1.0f )
surface->draw(i->pos.x, i->pos.y, i->alpha, i->drawing_effect);
else
surface->draw(i->pos.x, i->pos.y, i->alpha, i->angle, i->color, i->blend, i->drawing_effect);
case FILLRECT:
draw_filled_rect(*i);
break;
+ case LIGHTMAPREQUEST:
+ draw_lightmap(*i);
+ break;
+ case GETLIGHT:
+ get_light(*i);
+ break;
}
}
}
else
requests = &drawing_requests;
}
+
+void
+DrawingContext::set_ambient_color( Color new_color )
+{
+ ambient_color = new_color;
+}