Files
MinecraftConsoles/Minecraft.Client/Lighting.cpp
ModMaker101 a9be52c41a Project modernization (#630)
* Fixed boats falling and a TP glitch #266

* Replaced every C-style cast with C++ ones

* Replaced every C-style cast with C++ ones

* Fixed boats falling and a TP glitch #266

* Updated NULL to nullptr and fixing some type issues

* Modernized and fixed a few bugs

- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.

* Fixing more conflicts

* Replace int loops with size_t and start work on overrides
2026-03-08 09:56:03 +07:00

65 lines
1.8 KiB
C++

#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();
}