+ | Fog beam laser now in objects

This commit is contained in:
TheRedShip
2025-03-08 20:36:10 +01:00
parent 680ff6eb03
commit 0a13d3acc5
11 changed files with 168 additions and 65 deletions

View File

@ -94,6 +94,9 @@ void Scene::addObject(Object *obj)
gpu_obj.vertex2 = quad->getRight();
gpu_obj.normal = quad->getNormal();
gpu_obj.radius = quad->getSingleSided();
if (_gpu_materials[gpu_obj.mat_index].emission > 0.)
this->_gpu_lights.insert(_gpu_objects.size());
}
else if (obj->getType() == Object::Type::CUBE)
{
@ -115,6 +118,16 @@ void Scene::addObject(Object *obj)
gpu_obj.vertex2 = triangle->getVertex3();
gpu_obj.normal = triangle->getNormal();
}
else if (obj->getType() == Object::Type::SPOTLIGHT)
{
auto spotlight = static_cast<SpotLight *>(obj);
gpu_obj.radius = spotlight->getRadius();
gpu_obj.normal = spotlight->getDirection();
gpu_obj.vertex1 = glm::vec3(spotlight->getAngle(), 0.0f, 0.0f);
this->_gpu_lights.insert(_gpu_objects.size());
}
else if (obj->getType() == Object::Type::PORTAL)
{
auto portal = static_cast<Portal *>(obj);
@ -293,25 +306,9 @@ bool Scene::loadTextures()
return (true);
}
void Scene::updateLightAndObjects(int mat_id)
{
for (unsigned int i = 0; i < _gpu_objects.size(); i++)
{
if (_gpu_objects[i].mat_index == mat_id)
_gpu_lights.insert(i);
}
for (auto it = _gpu_lights.begin(); it != _gpu_lights.end(); )
{
if (_gpu_materials[_gpu_objects[*it].mat_index].emission <= 0.0)
it = _gpu_lights.erase(it);
else
++it;
}
}
bool Scene::fail(void) const
{
return(_fail);
return (_fail);
}
std::set<int> Scene::getGPULights()