--- /dev/null
+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
+
+This file is part of Lugaru.
+
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+Lugaru is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
+*/
+
+/**> HEADER FILES <**/
+#include "Environment/Lights.h"
+
+void SetUpLight(Light* whichsource, int whichlight)
+{
+ static float qattenuation[] = {0.0002f};
+
+ //Initialize lights
+ if (whichlight == 0) {
+ GLfloat LightAmbient[] = { whichsource->ambient[0], whichsource->ambient[1], whichsource->ambient[2], 1.0f};
+ GLfloat LightDiffuse[] = { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f };
+ GLfloat LightPosition[] = { whichsource->location.x, whichsource->location.y, whichsource->location.z, 0.0f };
+
+ glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
+ glEnable(GL_LIGHT0);
+ } else {
+ GLenum lightselect = GL_LIGHT1;
+ switch (whichlight) {
+ case 2:
+ lightselect = GL_LIGHT2;
+ break;
+ case 3:
+ lightselect = GL_LIGHT3;
+ break;
+ case 4:
+ lightselect = GL_LIGHT4;
+ break;
+ case 5:
+ lightselect = GL_LIGHT5;
+ break;
+ case 6:
+ lightselect = GL_LIGHT6;
+ break;
+ case 7:
+ lightselect = GL_LIGHT7;
+ break;
+ }
+
+ GLfloat LightAmbient[] = { 0, 0, 0, 1.0f};
+ GLfloat LightDiffuse[] = { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f };
+ GLfloat LightPosition[] = { whichsource->location.x, whichsource->location.y, whichsource->location.z, 1.0f };
+
+ glLightfv(lightselect, GL_QUADRATIC_ATTENUATION, qattenuation);
+ glLightfv(lightselect, GL_POSITION, LightPosition);
+ glLightfv(lightselect, GL_AMBIENT, LightAmbient);
+ glLightfv(lightselect, GL_DIFFUSE, LightDiffuse);
+ glEnable(lightselect);
+
+ }
+}