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-rw-r--r--init.c33
1 files changed, 16 insertions, 17 deletions
diff --git a/init.c b/init.c
index a5febfc..19aaf02 100644
--- a/init.c
+++ b/init.c
@@ -4,16 +4,21 @@
#include <zoom/init.h>
#include <zoom/texture.h>
#include <zoom/level.h>
+#include <zoom/light.h>
LEVEL level;
GLuint sphere;
GLuint meditex_blue;
-LIGHT light = {LIGHT_POINT, {1.0, 1.0, 1.0}, {0.0, 0.0, 0.0}};
+GLuint lightmap;
+
extern TEXLIST *texlist;
int InitGame() {
- //GLfloat mat_ambient_and_diffuse[] = { 0.5, 0.5, 0.5, 1.0};
+ LIGHT light = {LIGHT_POINT, {30.0, 30.0, 30.0}, {0.0, 0.0, 0.0}};
+ COLOR ambient = {0.1, 0.1, 0.1};
+
+
glViewport(0, 0, 640, 480);
glMatrixMode(GL_PROJECTION);
@@ -24,7 +29,6 @@ int InitGame() {
glLoadIdentity();
glShadeModel(GL_SMOOTH);
- glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
@@ -34,28 +38,23 @@ int InitGame() {
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
- //glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_and_diffuse);
-
glDisable(GL_LIGHTING);
- //glEnable(GL_LIGHT0);
+
+ SetAmbient(ambient);
+ AddLight(light);
+
+ glEnable(GL_BLEND);
+
+ glEnable(GL_TEXTURE_2D);
meditex_blue = LoadTexture("medib.tex");
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, LoadTexture("lightmap.tex"));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
+
+ lightmap = LoadTexture("lightmap.tex");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glActiveTexture(GL_TEXTURE1);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
GLUquadricObj *quadric = gluNewQuadric();
gluQuadricDrawStyle(quadric, GLU_FILL);
gluQuadricTexture(quadric, GL_TRUE);