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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace 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 3 of the License, or
(at your option) any later version.
AstroMenace 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 AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
#include "RendererInterface.h"
//------------------------------------------------------------------------------------
// Вкл-выкл освещения (глобально)
//------------------------------------------------------------------------------------
void vw_Lighting(bool param)
{
if (param) glEnable(GL_LIGHTING);
else glDisable(GL_LIGHTING);
}
//------------------------------------------------------------------------------------
// Получение состояния
//------------------------------------------------------------------------------------
bool vw_GetLighting(void)
{
if (glIsEnabled(GL_LIGHTING)) return true;
return false;
}
//------------------------------------------------------------------------------------
// Включение источника света
//------------------------------------------------------------------------------------
void vw_LightEnable(int light, bool param)
{
if (param) glEnable(GL_LIGHT0+light);
else glDisable(GL_LIGHT0+light);
}
//------------------------------------------------------------------------------------
// Получение состояния источника света
//------------------------------------------------------------------------------------
bool vw_GetLightEnable(int light)
{
if (glIsEnabled(GL_LIGHT0+light)) return true;
return false;
}
//------------------------------------------------------------------------------------
// Установка атрибутов источнику света
//------------------------------------------------------------------------------------
void vw_SetLight(int light, int pname, float param)
{
int tmpPNAME=0;
switch (pname)
{
case RI_SPOT_EXPONENT:
tmpPNAME = GL_SPOT_EXPONENT;
break;
case RI_SPOT_CUTOFF:
tmpPNAME = GL_SPOT_CUTOFF;
break;
case RI_CONSTANT_ATTENUATION:
tmpPNAME = GL_CONSTANT_ATTENUATION;
break;
case RI_LINEAR_ATTENUATION:
tmpPNAME = GL_LINEAR_ATTENUATION;
break;
case RI_QUADRATIC_ATTENUATION:
tmpPNAME = GL_QUADRATIC_ATTENUATION;
break;
default:
fprintf(stderr, "Error in vw_SetLight function call, wrong pname.\n");
return;
}
glLightf(GL_LIGHT0+light, tmpPNAME, param);
}
//------------------------------------------------------------------------------------
// Установка атрибутов источника света через указатель
//------------------------------------------------------------------------------------
void vw_SetLightV(int light, int pname, const float *param)
{
int tmpPNAME=0;
switch (pname)
{
case RI_SPOT_EXPONENT:
tmpPNAME = GL_SPOT_EXPONENT;
break;
case RI_SPOT_CUTOFF:
tmpPNAME = GL_SPOT_CUTOFF;
break;
case RI_CONSTANT_ATTENUATION:
tmpPNAME = GL_CONSTANT_ATTENUATION;
break;
case RI_LINEAR_ATTENUATION:
tmpPNAME = GL_LINEAR_ATTENUATION;
break;
case RI_QUADRATIC_ATTENUATION:
tmpPNAME = GL_QUADRATIC_ATTENUATION;
break;
case RI_AMBIENT:
tmpPNAME = GL_AMBIENT;
break;
case RI_DIFFUSE:
tmpPNAME = GL_DIFFUSE;
break;
case RI_SPECULAR:
tmpPNAME = GL_SPECULAR;
break;
case RI_POSITION:
tmpPNAME = GL_POSITION;
break;
case RI_DIRECTION:
tmpPNAME = GL_SPOT_DIRECTION;
break;
default:
fprintf(stderr, "Error in vw_SetLightV function call, wrong pname.\n");
return;
}
glLightfv(GL_LIGHT0+light, tmpPNAME, param);
}
//------------------------------------------------------------------------------------
// Получение атрибутов источника света через указатель
//------------------------------------------------------------------------------------
void vw_GetLightV(int light, int pname, float *param)
{
int tmpPNAME=0;
switch (pname)
{
case RI_SPOT_EXPONENT:
tmpPNAME = GL_SPOT_EXPONENT;
break;
case RI_SPOT_CUTOFF:
tmpPNAME = GL_SPOT_CUTOFF;
break;
case RI_CONSTANT_ATTENUATION:
tmpPNAME = GL_CONSTANT_ATTENUATION;
break;
case RI_LINEAR_ATTENUATION:
tmpPNAME = GL_LINEAR_ATTENUATION;
break;
case RI_QUADRATIC_ATTENUATION:
tmpPNAME = GL_QUADRATIC_ATTENUATION;
break;
case RI_AMBIENT:
tmpPNAME = GL_AMBIENT;
break;
case RI_DIFFUSE:
tmpPNAME = GL_DIFFUSE;
break;
case RI_SPECULAR:
tmpPNAME = GL_SPECULAR;
break;
case RI_POSITION:
tmpPNAME = GL_POSITION;
break;
case RI_DIRECTION:
tmpPNAME = GL_SPOT_DIRECTION;
break;
default:
fprintf(stderr, "Error in vw_GetLightV function call, wrong pname.\n");
return;
}
glGetLightfv(GL_LIGHT0+light, tmpPNAME, param);
}
//------------------------------------------------------------------------------------
// Установка атрибутов материала через указатель
//------------------------------------------------------------------------------------
void vw_MaterialV(int pname, const float *param)
{
int tmpPNAME=0;
switch (pname)
{
case RI_AMBIENT:
tmpPNAME = GL_AMBIENT;
break;
case RI_DIFFUSE:
tmpPNAME = GL_DIFFUSE;
break;
case RI_SPECULAR:
tmpPNAME = GL_SPECULAR;
break;
case RI_EMISSION:
tmpPNAME = GL_EMISSION;
break;
case RI_SHININESS:
tmpPNAME = GL_SHININESS;
break;
default:
fprintf(stderr, "Error in vw_MaterialV function call, wrong pname.\n");
return;
}
glMaterialfv(GL_FRONT_AND_BACK, tmpPNAME, param);
}
//------------------------------------------------------------------------------------
// Получение атрибутов материала через указатель
//------------------------------------------------------------------------------------
void vw_GetMaterialV(int pname, float *param)
{
int tmpPNAME=0;
switch (pname)
{
case RI_AMBIENT:
tmpPNAME = GL_AMBIENT;
break;
case RI_DIFFUSE:
tmpPNAME = GL_DIFFUSE;
break;
case RI_SPECULAR:
tmpPNAME = GL_SPECULAR;
break;
case RI_EMISSION:
tmpPNAME = GL_EMISSION;
break;
case RI_SHININESS:
tmpPNAME = GL_SHININESS;
break;
default:
fprintf(stderr, "Error in vw_GetMaterialV function call, wrong pname.\n");
return;
}
glGetMaterialfv(GL_FRONT_AND_BACK, tmpPNAME, param);
}
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