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lightingAndMaterials.h
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#include "globalsHeadersHandlers.h"
// function for lights
void initLights() {
glEnable(GL_NORMALIZE);
glEnable(GL_LIGHTING);
float intensityInput = (float)globalZ/10;
GLfloat intensity = (GLfloat)0.9*(sin(intensityInput))*(sin(intensityInput))+0.1;
if (level<3) intensity = 1.0;
//global ambient light
GLfloat lmodel_ambient[] = { 0.5f*intensity, 0.5f*intensity, 0.5f*intensity, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
//individual lights
glEnable(GL_LIGHT0);
GLfloat light_ambient[] = { 1.0f*intensity, 1.0f*intensity, 1.0f*intensity, 1.0f };
GLfloat light_diffuse[] = { 1.0f*intensity, 1.0f*intensity, 1.0f*intensity, 1.0f };
GLfloat light_specular[] = { 1.0f*intensity, 1.0f*intensity, 1.0f*intensity, 1.0f };
GLfloat light_position[] = { light0_X, light0_Y, light0_Z, 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_QUADRATIC_ATTENUATION, 1.0);
glEnable(GL_LIGHT1);
GLfloat light_position2[] = { light0_X, light0_Y, light0_Z - 10*zLength, 1.0 };
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT1, GL_POSITION, light_position2);
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 1.0);
}
// function for tunnel color
void initMaterialProperties() {
GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glShadeModel(GL_SMOOTH);
}
// function for obstacle color
void initObstacleProperties() {
GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
}