]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Lights.cpp
Fixed a bug loading all persons with the same ID. I hope it will fix weapon problems
[lugaru.git] / Source / Lights.cpp
index 9a351c9ae070b7a02fd1e02a18df53f99d0d4a08..cd20a66357572352c20a6b2e0c4cd43f8ee5e58d 100644 (file)
@@ -1,94 +1,72 @@
 /*
 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 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,
+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.
+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.
+along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 */
 
 /**> 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 };
+void SetUpLight(Light* whichsource, int whichlight)
+{
+    static float qattenuation[] = {0.0002f};
 
-               glLightfv(lightselect, GL_QUADRATIC_ATTENUATION, qattenuation);
-               glLightfv(lightselect, GL_POSITION, LightPosition);
-               glLightfv(lightselect, GL_AMBIENT, LightAmbient);               
-               glLightfv(lightselect, GL_DIFFUSE, LightDiffuse);               
-               glEnable(lightselect);  
-               
-               }       
-}
+    //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 };
 
-void SetUpMainLight(Light* whichsource, int whichlight, float ambientr, float ambientg, float ambientb){
-       static float qattenuation[]={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;
+        }
 
-       //Initialize lights
+        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 };
 
-       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(lightselect, GL_QUADRATIC_ATTENUATION, qattenuation);
+        glLightfv(lightselect, GL_POSITION, LightPosition);
+        glLightfv(lightselect, GL_AMBIENT, LightAmbient);
+        glLightfv(lightselect, GL_DIFFUSE, LightDiffuse);
+        glEnable(lightselect);
 
-               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);    
-       }
+    }
 }