/*
* This file is part of the Haven & Hearth game client.
* Copyright (C) 2009 Fredrik Tolf <fredrik@dolda2000.com>, and
* Björn Johannessen <johannessen.bjorn@gmail.com>
*
* Redistribution and/or modification of this file is subject to the
* terms of the GNU Lesser General Public License, version 3, as
* published by the Free Software Foundation.
*
* 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.
*
* Other parts of this source tree adhere to other copying
* rights. Please see the file `COPYING' in the root directory of the
* source tree for details.
*
* A copy the GNU Lesser General Public License is distributed along
* with the source tree of which this file is a part in the file
* `doc/LPGL-3'. If it is missing for any reason, please see the Free
* Software Foundation's website at <http://www.fsf.org/>, or write
* to the Free Software Foundation, Inc., 59 Temple Place, Suite 330,
* Boston, MA 02111-1307 USA
*/
package haven;
import java.awt.Color;
import javax.media.opengl.*;
public class PosLight extends Light {
public float[] pos;
public float ac = 1.0f, al = 0.0f, aq = 0.0f;
public PosLight(FColor col, Coord3f pos) {
super(col);
this.pos = pos.to4a(1);
}
public PosLight(Color col, Coord3f pos) {
super(col);
this.pos = pos.to4a(1);
}
public PosLight(FColor amb, FColor dif, FColor spc, Coord3f pos) {
super(amb, dif, spc);
this.pos = pos.to4a(1);
}
public PosLight(Color amb, Color dif, Color spc, Coord3f pos) {
super(amb, dif, spc);
this.pos = pos.to4a(1);
}
public void move(Coord3f pos) {
this.pos = pos.to4a(1);
}
public void att(float c, float l, float q) {
ac = c;
al = l;
aq = q;
}
public void enable(GOut g, int idx) {
super.enable(g, idx);
GL2 gl = g.gl;
gl.glLightfv(GL2.GL_LIGHT0 + idx, GL2.GL_POSITION, pos, 0);
gl.glLightf(GL2.GL_LIGHT0 + idx, GL2.GL_CONSTANT_ATTENUATION, ac);
gl.glLightf(GL2.GL_LIGHT0 + idx, GL2.GL_LINEAR_ATTENUATION, al);
gl.glLightf(GL2.GL_LIGHT0 + idx, GL2.GL_QUADRATIC_ATTENUATION, aq);
}
public void disable(GOut g, int idx) {
GL2 gl = g.gl;
gl.glLightf(GL2.GL_LIGHT0 + idx, GL2.GL_CONSTANT_ATTENUATION, 1.0f);
gl.glLightf(GL2.GL_LIGHT0 + idx, GL2.GL_LINEAR_ATTENUATION, 0.0f);
gl.glLightf(GL2.GL_LIGHT0 + idx, GL2.GL_QUADRATIC_ATTENUATION, 0.0f);
super.disable(g, idx);
}
}