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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
/**> 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);
- }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 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);
+ } 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);
+ }
}