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path: root/Minecraft.Client/Lighting.cpp
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#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(static_cast<float>(a), static_cast<float>(b), static_cast<float>(c), static_cast<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();
}