1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70
|
/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - 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 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 Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Environment/Lights.hpp"
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_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);
}
}
|