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Enigma Amiga Life 112
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orbit
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lights.c
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C/C++ Source or Header
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2000-05-01
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4KB
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159 lines
/*
Amiga port by Oliver Gantert
27.04.2000 - fixed some compiler warnings
*/
/*
ORBIT, a freeware space combat simulator
Copyright (C) 1999 Steve Belczyk <steve1@genesis.nred.ma.us>
This program 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.
*/
#include "orbit.h"
static float ambient[] = {
0.0, 0.0, 0.0, 1.0 }
;
static float diffuse[] = {
1.0, 1.0, 0.0, 1.0 }
;
static float position0[] = {
0.0, 0.0, 0.0, 1.0 }
;
static float lmodel_ambient[] = {
0.01, 0.01, 0.01, 1.0 }
;
static float lmodel_twoside[] = {
GL_TRUE}
;
static float front_shininess[] = {
50.0}
;
static float front_specular[] = {
1.0, 1.0, 1.0, 1.0 }
;
/* static float front_specular[] = { 0.0, 0.7, 0.0, 1.0 }; */
void Lights()
{
int l;
double v[3];
float f[3];
/* Enable depth buffer (why is this *here*?) */
glDepthFunc (GL_LEQUAL);
glEnable (GL_DEPTH_TEST);
/* Turn off ambient light */
glLightModelfv (GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightfv (GL_LIGHT0, GL_AMBIENT, lmodel_ambient);
/* Define light0, the big, main light */
/* glLightfv (GL_LIGHT0, GL_POSITION, position0); */
Vsub (v, planet[0].pos, player.pos);
f[0] = (float) v[0];
f[1] = (float) v[1];
f[2] = (float) v[2];
glLightfv (GL_LIGHT0, GL_POSITION, f);
/* Turn on lighting in general */
glEnable (GL_LIGHTING);
/* Turn on individual lights */
glEnable (GL_LIGHT0);
/* Check each non-permanent light */
for (l=0; l<NLIGHTS; l++)
{
if (light[l].age > 0.0)
{
light[l].age += deltaT;
glLightfv (light[l].gl_num, GL_DIFFUSE, light[l].color);
glLightfv (light[l].gl_num, GL_SPECULAR, light[l].color);
/* glLightfv (light[l].gl_num, GL_POSITION, light[l].pos); */
f[0] = light[l].pos[0] - (float) player.pos[0];
f[1] = light[l].pos[1] - (float) player.pos[1];
f[2] = light[l].pos[2] - (float) player.pos[2];
glLightfv (light[l].gl_num, GL_POSITION, f);
glEnable (light[l].gl_num);
}
else
{
/* glDisable (light[l].gl_num); */
}
}
/* Pick smooth or flat shading */
glShadeModel (GL_SMOOTH);
/* glShadeModel (GL_FLAT); */
}
void InitLights()
/*
* Set up non-permanent light sources
*/
{
int i;
for (i=0; i<NLIGHTS; i++)
{
light[i].age = 0.0;
light[i].pos[3] = 1.0;
light[i].gl_num = GL_LIGHT1 + i;
}
}
int FindLight()
/*
* Return free or oldest light
*/
{
int i, oldest;
double maxage;
for (i=0; i<NLIGHTS; i++)
{
if (light[i].age == 0.0) return (i);
if (i == 0)
{
oldest = i;
maxage = light[i].age;
}
else
{
if (light[i].age > maxage)
{
maxage = light[i].age;
oldest = i;
}
}
}
return (oldest);
}
void DestroyLight (int l)
/*
* Destroy specified light
*/
{
light[l].age = 0.0;
glDisable (light[l].gl_num);
}