From f498e9863cbf5e64a9866cd72b64f2eac4f63db6 Mon Sep 17 00:00:00 2001 From: Allanis Date: Wed, 22 Nov 2017 21:55:36 +0000 Subject: [PATCH] [Change] Clean up the silly lighting direction picking. --- src/libs.h | 1 + src/model_body.cpp | 21 ++++++--------------- src/object_viewer_view.cpp | 20 -------------------- 3 files changed, 7 insertions(+), 35 deletions(-) diff --git a/src/libs.h b/src/libs.h index 709d695..0681a54 100644 --- a/src/libs.h +++ b/src/libs.h @@ -47,4 +47,5 @@ #define MIN(x,y) ((x)<(y)?(x):(y)) #define MAX(x,y) ((x)>(y)?(x):(y)) #define CLAMP(a, min, max) (((a) > (max)) ? (max) : (((a) < (min)) ? (min) : (a))) +#define DEG_2_RAD 0.0174532925 diff --git a/src/model_body.cpp b/src/model_body.cpp index ab16388..0cbaea7 100644 --- a/src/model_body.cpp +++ b/src/model_body.cpp @@ -130,22 +130,13 @@ void ModelBody::RenderSbreModel(const Frame* camFrame, int model, ObjParams* par /* TODO Reduce. */ glPushAttrib(GL_ALL_ATTRIB_BITS); { - /* TODO Need to use correct starlight colour. */ - float lightCol[3] = { 1,1,1 }; - float lightDir[3]; - vector3d _lightDir = Frame::GetFramePosRelativeToOther(Space::GetRootFrame(), camFrame); - - matrix4x4d poo = L3D::world_view->viewingRotation; - poo[2] = -poo[2]; - poo[6] = -poo[6]; - poo[8] = -poo[8]; - poo[9] = -poo[9]; - _lightDir = poo*_lightDir; - - lightDir[0] = _lightDir.x; - lightDir[1] = _lightDir.y; - lightDir[2] = _lightDir.z; + GLfloat lightCol[4]; + glGetLightfv(GL_LIGHT0, GL_DIFFUSE, lightCol); + lightCol[3] = 0; + GLfloat lightDir[4]; + glGetLightfv(GL_LIGHT0, GL_POSITION, lightDir); + lightDir[2] = -lightDir[2]; sbreSetDirLight(lightCol, lightDir); } diff --git a/src/object_viewer_view.cpp b/src/object_viewer_view.cpp index 3e1e909..c0c02d4 100644 --- a/src/object_viewer_view.cpp +++ b/src/object_viewer_view.cpp @@ -14,26 +14,6 @@ ObjectViewerView::ObjectViewerView(void) : View() { Add(m_infoLabel, 2, 2); } -#if 0 -vector3d Player::GetExternalViewTranslation(void) { - vector3d p = vector3d(0, 0, m_external_view_dist); - p = matrix4x4d::RotateXMatrix(-DEG_2_RAD*m_external_view_rotx) * p; - p = matrix3x4d::RotateYMatrix(-DEG_2_RAD*m_external_view_roty) * p; - matrix4x4d m; - GetRotMatrix(m); - p = m*p; - //printf("%f,%f,%f\n", p.x, p.y, p.z); - return p; -} - -void Player::ApplyExternalViewRotation(void) { - //glTranslatef(0, 0, m_external_view_dist); - glRotatef(-m_external_view_rotx, 1, 0, 0); - glRotatef(-m_external_view_roty, 0, 1, 0); -} -#endif - -#define DEG_2_RAD 0.0174532925 void ObjectViewerView::Draw3D(void) { static float rot; rot += 0.1;