/* * 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); } }