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- GLfloat light_ambient[] =
- { 0.2, 0.2, 0.2, 1.0 };
- GLfloat light_diffuse[] =
- { 0.8, 0.8, 0.8, 1.0 };
- GLfloat light_specular[] =
- { 1.0, 1.0, 1.0, 1.0 };
- GLfloat light_position[] =
- { 15.0, 11.0, 10.0, 1.0 };
- glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
- glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
- glLightfv(GL_LIGHT0, GL_POSITION, light_position);
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.4);
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.1);
- glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.0);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHTING);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(60, (double)g_window1Width / g_window1Height, 1.0, 300.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslated(0.0, 0.0, -player.camera.Dist);
- glRotated(player.camera.Angle-90, 1.0, 0.0, 0.0);
- glRotated(player.camera.Rot, 0.0, 0.0, 1.0);
- glTranslated(-player.camera.TgtX, player.camera.TgtY, -player.camera.TgtZ);
- glScaled(1.0, -1.0, 1.0);
- glEnable(GL_POLYGON_OFFSET_LINE);
- glPolygonOffset(g_offset[0], g_offset[1]);
- glClearColor(0.0, 0.0, 0.0, 0.0);
- glClearStencil(0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- glm::vec4 light_position;
- light_position.x = player.mouseMapPos.x - 1;
- light_position.y = player.mouseMapPos.y - 1;
- light_position.z = player.mouseMapPos.z + 0.5;
- light_position.w = 1.0f;
- glLightfv(GL_LIGHT0, GL_POSITION, glm::value_ptr(light_position));
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