X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FLights.cpp;h=d3437ee3ba706ccaf56438758f23e7168bf37605;hb=cd043e3f9e26c2b3406b40a354c2840941e9db7f;hp=9a351c9ae070b7a02fd1e02a18df53f99d0d4a08;hpb=3bf1f4c255feb395d628e926d47e3c2c2e5370c2;p=lugaru.git diff --git a/Source/Lights.cpp b/Source/Lights.cpp index 9a351c9..d3437ee 100644 --- a/Source/Lights.cpp +++ b/Source/Lights.cpp @@ -3,92 +3,89 @@ 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 . */ /**> 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 }; +void SetUpLight(Light* whichsource, int whichlight) +{ + static float qattenuation[] = {0.0002f}; + + //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(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); - 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); + } }