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Lightning.h
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92 lines (79 loc) · 4.05 KB
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//
// Created by lucas on 3/31/2019.
//
#ifndef COMPUTER_GRAPHICS_LIGHTNING_H
#define COMPUTER_GRAPHICS_LIGHTNING_H
void lightsSetup()
{
GLfloat lightSpotCutoff = 180, attenuation = 0.60, exponent = 30;
GLfloat materialAmbientAndDiffuse[] = {1, 1, 1, 1};
GLfloat materialSpecular[] = {1, 1, 1, 1};
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialAmbientAndDiffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 70);
GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 0.6};
GLfloat lightDiffuse[] = {1.0, 1.0, 1.0, 1};
GLfloat lightSpecular[] = {1.0, 1.0, 1.0, 1};
GLfloat lightDirection[] = {0, -1, 0};
GLfloat light0Position[] = {3.75, 3.3 + 1.0, 6.75, 1};
GLfloat light1Position[] = {10, 3.3 + 1.0, 31.25, 1};
GLfloat light2Position[] = {2.6, 7.0 + 1.0 + 0.2, 36.25, 1};
GLfloat light3Position[] = {10, 7.0 + 1.0 + 0.2, 31.25, 1};
GLfloat light4Position[] = {17, 7.0 + 1.0 + 0.2, 36.25, 1};
GLfloat light5Position[] = {10, 7.0 + 1.0 + 0.2, 24, 1};
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, lightSpotCutoff);
glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, exponent);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, attenuation);
glLightfv(GL_LIGHT0, GL_POSITION, light0Position);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightDirection);
glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, lightSpecular);
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, lightSpotCutoff);
glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, exponent);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, attenuation);
glLightfv(GL_LIGHT1, GL_POSITION, light1Position);
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, lightDirection);
glLightfv(GL_LIGHT2, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT2, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT2, GL_SPECULAR, lightSpecular);
glLightf(GL_LIGHT2, GL_SPOT_CUTOFF, lightSpotCutoff);
glLightf(GL_LIGHT2, GL_SPOT_EXPONENT, exponent);
glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, attenuation);
glLightfv(GL_LIGHT2, GL_POSITION, light2Position);
glLightfv(GL_LIGHT2, GL_SPOT_DIRECTION, lightDirection);
glLightfv(GL_LIGHT3, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT3, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT3, GL_SPECULAR, lightSpecular);
glLightf(GL_LIGHT3, GL_SPOT_CUTOFF, lightSpotCutoff);
glLightf(GL_LIGHT3, GL_SPOT_EXPONENT, exponent);
glLightf(GL_LIGHT3, GL_LINEAR_ATTENUATION, attenuation);
glLightfv(GL_LIGHT3, GL_POSITION, light3Position);
glLightfv(GL_LIGHT3, GL_SPOT_DIRECTION, lightDirection);
glLightfv(GL_LIGHT4, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT4, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT4, GL_SPECULAR, lightSpecular);
glLightf(GL_LIGHT4, GL_SPOT_CUTOFF, lightSpotCutoff);
glLightf(GL_LIGHT4, GL_SPOT_EXPONENT, exponent);
glLightf(GL_LIGHT4, GL_LINEAR_ATTENUATION, attenuation);
glLightfv(GL_LIGHT4, GL_POSITION, light4Position);
glLightfv(GL_LIGHT4, GL_SPOT_DIRECTION, lightDirection);
glLightfv(GL_LIGHT5, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT5, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT5, GL_SPECULAR, lightSpecular);
glLightf(GL_LIGHT5, GL_SPOT_CUTOFF, lightSpotCutoff);
glLightf(GL_LIGHT5, GL_SPOT_EXPONENT, exponent);
glLightf(GL_LIGHT5, GL_LINEAR_ATTENUATION, attenuation);
glLightfv(GL_LIGHT5, GL_POSITION, light5Position);
glLightfv(GL_LIGHT5, GL_SPOT_DIRECTION, lightDirection);
drawLamp(50, 50, 0.5, light0Position[0], light0Position[1] + 0.5, light0Position[2]);
drawLamp(50, 50, 0.5, light1Position[0], light1Position[1] + 0.5, light1Position[2]);
drawLamp(50, 50, 0.5, light2Position[0], light2Position[1] + 0.5, light2Position[2]);
drawLamp(50, 50, 0.5, light3Position[0], light3Position[1] + 0.5, light3Position[2]);
drawLamp(50, 50, 0.5, light4Position[0], light4Position[1] + 0.5, light4Position[2]);
drawLamp(50, 50, 0.5, light5Position[0], light5Position[1] + 0.5, light5Position[2]);
}
#endif //COMPUTER_GRAPHICS_LIGHTNING_H