- use the light buffer to handle dynamic lighting.

This commit is contained in:
Christoph Oelckers 2014-08-01 20:59:39 +02:00
commit 7967082e60
17 changed files with 189 additions and 192 deletions

View file

@ -67,6 +67,7 @@
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_templates.h"
#include "gl/models/gl_models.h"
#include "gl/dynlights/gl_lightbuffer.h"
//===========================================================================
//
@ -97,6 +98,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
gl_spriteindex = 0;
mShaderManager = NULL;
glpart2 = glpart = mirrortexture = NULL;
mLights = NULL;
}
void FGLRenderer::Initialize()
@ -108,6 +110,7 @@ void FGLRenderer::Initialize()
mVBO = new FFlatVertexBuffer;
mSkyVBO = new FSkyVertexBuffer;
mModelVBO = new FModelVertexBuffer;
mLights = new FLightBuffer;
gl_RenderState.SetVertexBuffer(mVBO);
mFBID = 0;
SetupLevel();
@ -124,6 +127,7 @@ FGLRenderer::~FGLRenderer()
if (mVBO != NULL) delete mVBO;
if (mModelVBO) delete mModelVBO;
if (mSkyVBO != NULL) delete mSkyVBO;
if (mLights != NULL) delete mLights;
if (glpart2) delete glpart2;
if (glpart) delete glpart;
if (mirrortexture) delete mirrortexture;