+/*
+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"
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 };
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){
+ }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(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);
- }
+ 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){