forked from Kolyah35/minecraft-pe-0.6.1
Extremely Big Update - fileshredder
(MAJOR)Added Java Beta/Normal Shading, toggleble in settings Fixed and restored the unused Item Switching Animation, toggleble in tweaks too Added Dynamic Texture for Lava Added option to use Block Outline Selection which was unused normally Added Split Touch Controls into Options Mobs will now drop cooked variants of their meat if they died by fire Fixed Untranslated Strings in Settings (MAJOR) Ravines and Lava/Water pools have been fixed and renabled Tweaked BasicTree to hopefully speed up generation a bit, might disable them temporarily if they keep being slow You can now grow Fancy Oak Trees using saplings.
This commit is contained in:
48
src/client/renderer/Lighting.cpp
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48
src/client/renderer/Lighting.cpp
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#include "Lighting.h"
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#include "gles.h"
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#include "../Minecraft.h"
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void Lighting::turnOff() {
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glDisable(GL_LIGHT1);
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glDisable(GL_COLOR_MATERIAL);
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}
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void Lighting::turnOn(Minecraft* minecraft) {
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if (!minecraft->options.getBooleanValue(OPTIONS_NORMAL_LIGHTING)){ // if normal lighting is false, then just dont use the lighting system at all like in vanilla - shredder
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turnOff();
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return;
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}
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// if normal lighting is true then enable GLES/OpenGL states to setup lighting
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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constexpr float a = 0.4f;
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constexpr float d = 0.6f;
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constexpr float s = 0.0f;
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//Vec3 l = world::phys::Vec3{0.2, 1.0, -0.7}.normalize();
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constexpr float lightmodel_ambient[] = {a, a, a, 1.0f};
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constexpr float diffuse[] = {d, d, d, 1.0f};
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constexpr float ambient[] = {0.0f, 0.0f, 0.0f, 1.0f};
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constexpr float specular[] = {s, s, s, 1.0f};
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constexpr float pos0[] = {(float)(0.16169041989141428), (float)(0.8084520874101966), (float)(-0.5659164515496377), 0.0f};
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glLightfv(GL_LIGHT0, GL_POSITION, pos0);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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constexpr float pos1[] = {(float)(-0.16169041989141428), (float)(0.8084520874101966), (float)(0.5659164515496377), 0.0f};
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glLightfv(GL_LIGHT1, GL_POSITION, pos1);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT1, GL_SPECULAR, specular);
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glShadeModel(GL_FLAT);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightmodel_ambient);
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}
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