- use the light buffer to handle dynamic lighting.
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parent
01a1e10084
commit
7967082e60
17 changed files with 189 additions and 192 deletions
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@ -67,6 +67,7 @@
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/models/gl_models.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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//===========================================================================
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//
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@ -97,6 +98,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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gl_spriteindex = 0;
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mShaderManager = NULL;
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glpart2 = glpart = mirrortexture = NULL;
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mLights = NULL;
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}
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void FGLRenderer::Initialize()
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@ -108,6 +110,7 @@ void FGLRenderer::Initialize()
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mVBO = new FFlatVertexBuffer;
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mSkyVBO = new FSkyVertexBuffer;
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mModelVBO = new FModelVertexBuffer;
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mLights = new FLightBuffer;
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gl_RenderState.SetVertexBuffer(mVBO);
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mFBID = 0;
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SetupLevel();
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@ -124,6 +127,7 @@ FGLRenderer::~FGLRenderer()
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if (mVBO != NULL) delete mVBO;
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if (mModelVBO) delete mModelVBO;
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if (mSkyVBO != NULL) delete mSkyVBO;
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if (mLights != NULL) delete mLights;
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if (glpart2) delete glpart2;
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if (glpart) delete glpart;
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if (mirrortexture) delete mirrortexture;
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