X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FLights.cpp;h=b8332c34fdab27e95fd5f30e86feb684ec70dffa;hb=0e68eb62170f14f5b2aa89864e437fc2287e7565;hp=63d1a7cd52ef06715996db8756d4cc20d489151d;hpb=0cca0c495c7dc29d134a10d7eed5de1f377c99bf;p=lugaru.git diff --git a/Source/Lights.cpp b/Source/Lights.cpp index 63d1a7c..b8332c3 100644 --- a/Source/Lights.cpp +++ b/Source/Lights.cpp @@ -1,125 +1,96 @@ +/* +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}; + 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); - } -} \ No newline at end of file + 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); + } +}