This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
65 lines
1.7 KiB
C++
65 lines
1.7 KiB
C++
#include "stdafx.h"
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#include "Lighting.h"
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#include "..\Minecraft.World\FloatBuffer.h"
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#include "..\Minecraft.World\Vec3.h"
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FloatBuffer *Lighting::lb = new FloatBuffer(16);
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void Lighting::turnOff()
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{
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glDisable(GL_LIGHT1);
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glDisable(GL_COLOR_MATERIAL);
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}
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void Lighting::turnOn()
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{
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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float a = 0.4f;
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float d = 0.6f;
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float s = 0.0f;
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Vec3 *l = Vec3::newTemp(0.2f, 1.0f, -0.7f)->normalize();
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glLight(GL_LIGHT0, GL_POSITION, getBuffer(l->x, l->y, l->z, 0));
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glLight(GL_LIGHT0, GL_DIFFUSE, getBuffer(d, d, d, 1));
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glLight(GL_LIGHT0, GL_AMBIENT, getBuffer(0.0f, 0.0f, 0.0f, 1.0f));
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glLight(GL_LIGHT0, GL_SPECULAR, getBuffer(s, s, s, 1.0f));
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l = Vec3::newTemp(-0.2f, 1.0f, 0.7f)->normalize();
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glLight(GL_LIGHT1, GL_POSITION, getBuffer(l->x, l->y, l->z, 0));
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glLight(GL_LIGHT1, GL_DIFFUSE, getBuffer(d, d, d, 1));
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glLight(GL_LIGHT1, GL_AMBIENT, getBuffer(0.0f, 0.0f, 0.0f, 1.0f));
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glLight(GL_LIGHT1, GL_SPECULAR, getBuffer(s, s, s, 1.0f));
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glShadeModel(GL_FLAT);
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glLightModel(GL_LIGHT_MODEL_AMBIENT, getBuffer(a, a, a, 1));
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}
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FloatBuffer *Lighting::getBuffer(double a, double b, double c, double d)
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{
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return getBuffer((float) a, (float) b, (float) c, (float) d);
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}
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FloatBuffer *Lighting::getBuffer(float a, float b, float c, float d)
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{
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lb->clear();
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lb->put(a)->put(b)->put(c)->put(d);
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lb->flip();
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return lb;
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}
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void Lighting::turnOnGui()
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{
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glPushMatrix();
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glRotatef(-30, 0, 1, 0);
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glRotatef(165, 1, 0, 0);
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turnOn();
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glPopMatrix();
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} |