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- /*
- 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);
- }
-