#include "stdafx.h" #include "Lighting.h" #include "..\Minecraft.World\FloatBuffer.h" #include "..\Minecraft.World\Vec3.h" FloatBuffer *Lighting::lb = new FloatBuffer(16); void Lighting::turnOff() { glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); glDisable(GL_LIGHT1); glDisable(GL_COLOR_MATERIAL); } void Lighting::turnOn() { glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); float a = 0.4f; float d = 0.6f; float s = 0.0f; Vec3 *l = Vec3::newTemp(0.2f, 1.0f, -0.7f)->normalize(); glLight(GL_LIGHT0, GL_POSITION, getBuffer(l->x, l->y, l->z, 0)); glLight(GL_LIGHT0, GL_DIFFUSE, getBuffer(d, d, d, 1)); glLight(GL_LIGHT0, GL_AMBIENT, getBuffer(0.0f, 0.0f, 0.0f, 1.0f)); glLight(GL_LIGHT0, GL_SPECULAR, getBuffer(s, s, s, 1.0f)); l = Vec3::newTemp(-0.2f, 1.0f, 0.7f)->normalize(); glLight(GL_LIGHT1, GL_POSITION, getBuffer(l->x, l->y, l->z, 0)); glLight(GL_LIGHT1, GL_DIFFUSE, getBuffer(d, d, d, 1)); glLight(GL_LIGHT1, GL_AMBIENT, getBuffer(0.0f, 0.0f, 0.0f, 1.0f)); glLight(GL_LIGHT1, GL_SPECULAR, getBuffer(s, s, s, 1.0f)); glShadeModel(GL_FLAT); glLightModel(GL_LIGHT_MODEL_AMBIENT, getBuffer(a, a, a, 1)); } FloatBuffer *Lighting::getBuffer(double a, double b, double c, double d) { return getBuffer((float) a, (float) b, (float) c, (float) d); } FloatBuffer *Lighting::getBuffer(float a, float b, float c, float d) { lb->clear(); lb->put(a)->put(b)->put(c)->put(d); lb->flip(); return lb; } void Lighting::turnOnGui() { glPushMatrix(); glRotatef(-30, 0, 1, 0); glRotatef(165, 1, 0, 0); turnOn(); glPopMatrix(); }