Added a bunch of files synched with 0.8.42
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@@ -11,17 +11,17 @@ Light::Light( void )
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_on = 1;
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init();
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// notify(DEBUG) << "_ambient "<<_ambient<<endl;
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// notify(DEBUG) << "_diffuse "<<_diffuse<<endl;
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// notify(DEBUG) << "_specular "<<_specular<<endl;
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// notify(DEBUG) << "_position "<<_position<<endl;
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// notify(DEBUG) << "_direction "<<_direction<<endl;
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// notify(DEBUG) << "_spot_exponent "<<_spot_exponent<<endl;
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// notify(DEBUG) << "_spot_cutoff "<<_spot_cutoff<<endl;
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// notify(DEBUG) << "_constant_attenuation "<<_constant_attenuation<<endl;
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// notify(DEBUG) << "_linear_attenuation "<<_linear_attenuation<<endl;
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// notify(DEBUG) << "_quadratic_attenuation "<<_quadratic_attenuation<<endl;
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// notify(DEBUG) << "_ambient "<<_ambient<<endl;
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// notify(DEBUG) << "_diffuse "<<_diffuse<<endl;
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// notify(DEBUG) << "_specular "<<_specular<<endl;
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// notify(DEBUG) << "_position "<<_position<<endl;
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// notify(DEBUG) << "_direction "<<_direction<<endl;
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// notify(DEBUG) << "_spot_exponent "<<_spot_exponent<<endl;
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// notify(DEBUG) << "_spot_cutoff "<<_spot_cutoff<<endl;
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// notify(DEBUG) << "_constant_attenuation "<<_constant_attenuation<<endl;
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// notify(DEBUG) << "_linear_attenuation "<<_linear_attenuation<<endl;
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// notify(DEBUG) << "_quadratic_attenuation "<<_quadratic_attenuation<<endl;
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}
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@@ -29,11 +29,6 @@ Light::~Light( void )
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{
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}
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Light* Light::instance()
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{
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static ref_ptr<Light> s_Light(new Light);
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return s_Light.get();
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}
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void Light::init( void )
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{
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@@ -49,6 +44,7 @@ void Light::init( void )
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_quadratic_attenuation = 0.0f;
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}
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void Light::captureLightState()
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{
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_AMBIENT, _ambient.ptr() );
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@@ -63,23 +59,11 @@ void Light::captureLightState()
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glGetLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_QUADRATIC_ATTENUATION, &_quadratic_attenuation );
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}
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void Light::enable( void )
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{
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glEnable( GL_LIGHTING );
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}
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void Light::disable( void )
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{
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glDisable( GL_LIGHTING );
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}
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void Light::apply( void )
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void Light::apply(State&) const
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{
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if( _on )
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{
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// note state should probably be handling the glEnable...
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glEnable ( (GLenum)((int)GL_LIGHT0 + _lightnum) );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_AMBIENT, _ambient.ptr() );
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glLightfv( (GLenum)((int)GL_LIGHT0 + _lightnum), GL_DIFFUSE, _diffuse.ptr() );
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