This allows to render light as a cone in a certain direction with an inner
circle that is illuminating all directions. It is basically implemented as a
mask when rendering into the light texture. A separate fragment shader for the
first of the three render passes is used to set the light intensity based on
where the fragment is relative to the light source.
In doing so, refactor the way C4FoWDrawStrategy works slightly. Get rid of
immediate mode OpenGL, and instead populate a vertex array and an index array
as vertices are added to the draw strategy. Then render everything as
triangles.
The actual rendering is then performed in C4DrawStrategy::End(). It passes
the accumulated vertices to the GL. Also get rid of the notion of multiple
passes in C4DrawStrategy. Instead, C4DrawStrategy::End() can simply just draw
the bunch of vertices multiple times. This allows us to do the vertex
generation and GPU upload only once, instead of repeating it for every pass.
This allows the strategy to keep some state between invocations. I want to
use this in order to store a VBO in the draw strategy, and to avoid having
to re-create the VBO for every rendering.
The C++ standard library comes with perfectly fine implementations of
these functions, so there's no point in reimplementing them just for the
hell of it.
Color value is now uint32_t, removed superfluous conversion to unsigned value, simplification in the shader.
Open: C4DP_Last and number of drawing passes
The color of object lights can now be changed. This includes the following changes:
- added light test scenario, based on DarkCastle, with some lights,
- new functions SetLightColor() and GetLightColor() with C4Script documentation,
- third drawing pass for rendering the light color, the drawing passes are now referenced by enum,
- the blending of light from multiple colored light sources works correctly with alpha blending,
- light color value affects the intensity of the light,
- alpha blending of the light depends on color value and lightness. This means that brighter (= more value) and lighter (= more whiteish) light will be preferred in blending over other lights,
- the object light color is rendered to the lower half of the fow light texture now,
- the shader accesses the brightness/direction information and color information correctly,
The patch was created from the following commits:
dab898a SetLightColor()
f57286e Color texture experiment
d0702f5 Dynamic color
fa14cdf Light test scenario
f99203d Alternate lights
474bade Bugfixes
3113698 Brightness handled better
516fb21 GetLightColor
1d91ec9 Improvements
3cfbf6c Documentation
95ec185 Improvements: Light Shader
a63bffc Scope of alpha
20c7ca0 Improvement: C4FoWLight
17d9123 Undo code style
d79411b Cleaner code
(cherry picked from commit 36dec610e36860b88417e91ce727250673bc2ec2)
Conflicts:
src/landscape/fow/C4FoWRegion.cpp, merged
Several rendering changes have resulted in a non-rendering build that
failed to build from source. Dummy out all of these functions to make it
work again.
The "b" value returned by the new find_cross function had basically
nothing to do with what the old version did (it was for the other
pair of coordinates *and* sign-switched). This is not cosmetical - the
algorithm depends quite a bit on this being consistent.
Additionally, most of the list modifications in CalculateTriangles were
wrong (didn't reprocess last triangle for ascend shadowing, and the descend
case was removing the wrong triangle). I admit the old code was probably a
bit too tricky with how it handled "i", so I attempted to refactor it to
make it less easy to screw up in future.
This gives a more consistent normal distribution across directions.
I actually had to make the "normal region" of the light bigger, because
now the Clonk's face would be all dark otherwise. In the end,
everything looks smoother and less flashy now, which is probably as
it should be.
Also slight refactoring.
* intermediate fade triangles are now calculated in C4FoWLight
* rendering takes also place in C4FoWLight, using different C4FoWDrawStrategies
* solved an old TODO from Peter (int -> int32_t)
* refactor and simplify portions of the light vertex calculation code
* added some class and method documentation, removed some superfluous comments like
void C4FoW::Update(C4Rect r)
{
// Update all lights
...
* added ASK comments that need clarification before proper documentation