]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Lights.cpp
License: Update GPLv2+ header to match current FSF recommendation
[lugaru.git] / Source / Lights.cpp
index ab93c865dde655c5fa8df63ac8f5b087aead4480..d3437ee3ba706ccaf56438758f23e7168bf37605 100644 (file)
@@ -3,20 +3,18 @@ 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.
+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 <**/
@@ -25,15 +23,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 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 };
+        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);
@@ -63,9 +58,9 @@ void SetUpLight(Light* whichsource, int whichlight)
             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 };
+        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);
@@ -83,9 +78,9 @@ void SetUpMainLight(Light* whichsource, int whichlight, float ambientr, float am
     //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 };
+        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);