]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Lights.cpp
Fixed a lot of warnings
[lugaru.git] / Source / Lights.cpp
index 5761c4f30c1ad60d0d42c014ea268093d7f4d3de..40a24f5733b9db9d973ff32577e980ab23cbe0ae 100644 (file)
+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+
+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.
+
+This program 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 this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+*/
+
 /**> HEADER FILES <**/
 #include "Lights.h"
 
-void SetUpLight(Light* whichsource, int whichlight){
-       static float qattenuation[]={0.0002f};
-       static float cattenuation[]={1.5f};
-       static float lattenuation[]={0.5f};
-       static float zattenuation[]={0.0f};
-
-       //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_QUADRATIC_ATTENUATION, qattenuation);
-               glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
-               glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);         
-               glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);         
-               glEnable(GL_LIGHT0);    
-       }
-
-       if(whichlight==1){
-               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(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, qattenuation);
-               glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
-               glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);         
-               glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);         
-               glEnable(GL_LIGHT1);    
-       }
-
-       if(whichlight==2){
-               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(GL_LIGHT2, GL_QUADRATIC_ATTENUATION, qattenuation);
-               glLightfv(GL_LIGHT2, GL_POSITION, LightPosition);
-               glLightfv(GL_LIGHT2, GL_AMBIENT, LightAmbient);         
-               glLightfv(GL_LIGHT2, GL_DIFFUSE, LightDiffuse);         
-               glEnable(GL_LIGHT2);    
-       }
-
-       if(whichlight==3){
-               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(GL_LIGHT3, GL_QUADRATIC_ATTENUATION, qattenuation);
-               glLightfv(GL_LIGHT3, GL_POSITION, LightPosition);
-               glLightfv(GL_LIGHT3, GL_AMBIENT, LightAmbient);         
-               glLightfv(GL_LIGHT3, GL_DIFFUSE, LightDiffuse);         
-               glEnable(GL_LIGHT3);    
-       }
-
-       if(whichlight==4){
-               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(GL_LIGHT4, GL_QUADRATIC_ATTENUATION, qattenuation);
-               glLightfv(GL_LIGHT4, GL_POSITION, LightPosition);
-               glLightfv(GL_LIGHT4, GL_AMBIENT, LightAmbient);         
-               glLightfv(GL_LIGHT4, GL_DIFFUSE, LightDiffuse);         
-               glEnable(GL_LIGHT4);    
-       }
-
-       if(whichlight==5){
-               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(GL_LIGHT5, GL_QUADRATIC_ATTENUATION, qattenuation);
-               glLightfv(GL_LIGHT5, GL_POSITION, LightPosition);
-               glLightfv(GL_LIGHT5, GL_AMBIENT, LightAmbient);         
-               glLightfv(GL_LIGHT5, GL_DIFFUSE, LightDiffuse);         
-               glEnable(GL_LIGHT5);    
-       }
-
-       if(whichlight==6){
-               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(GL_LIGHT6, GL_QUADRATIC_ATTENUATION, qattenuation);
-               glLightfv(GL_LIGHT6, GL_POSITION, LightPosition);
-               glLightfv(GL_LIGHT6, GL_AMBIENT, LightAmbient);         
-               glLightfv(GL_LIGHT6, GL_DIFFUSE, LightDiffuse);         
-               glEnable(GL_LIGHT6);    
-       }
-
-       if(whichlight==7){
-               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(GL_LIGHT7, GL_QUADRATIC_ATTENUATION, qattenuation);
-               glLightfv(GL_LIGHT7, GL_POSITION, LightPosition);
-               glLightfv(GL_LIGHT7, GL_AMBIENT, LightAmbient);         
-               glLightfv(GL_LIGHT7, GL_DIFFUSE, LightDiffuse);         
-               glEnable(GL_LIGHT7);    
-       }
+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_QUADRATIC_ATTENUATION, qattenuation);
+        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);
+
+    }
 }
 
-void SetUpMainLight(Light* whichsource, int whichlight, float ambientr, float ambientg, float ambientb){
-       static float qattenuation[]={0.0f};
+void SetUpMainLight(Light* whichsource, int whichlight, float ambientr, float ambientg, float ambientb)
+{
+    static float qattenuation[] = {0.0f};
 
-       //Initialize lights
+    //Initialize lights
 
-       if(whichlight==0){
-               GLfloat LightAmbient[]=         { ambientr, ambientg, ambientb, 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 };
+    if (whichlight == 0) {
+        GLfloat LightAmbient[] = { ambientr, ambientg, ambientb, 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(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, qattenuation);
-               glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
-               glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);         
-               glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);         
-               glEnable(GL_LIGHT0);    
-       }
+        glLightfv(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, qattenuation);
+        glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
+        glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
+        glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
+        glEnable(GL_LIGHT0);
+    }
 }