working on new opengl implementation

This commit is contained in:
benfry
2006-03-22 21:11:09 +00:00
parent d21ee2ebbf
commit e8d727e5df
3 changed files with 286 additions and 238 deletions

View File

@@ -379,46 +379,51 @@ public class PGraphics extends PImage implements PConstants {
public int lightCount = 0;
/** Light types */
public int lights[];
public int lightType[];
/** Light positions */
public float lightsX[], lightsY[], lightsZ[];
public float lightPosition[][];
//public float lightsX[], lightsY[], lightsZ[];
/** Light direction (normalized vector) */
public float lightsNX[], lightsNY[], lightsNZ[];
public float lightNormal[][];
//public float lightsNX[], lightsNY[], lightsNZ[];
/** Light falloff */
public float lightsFalloffConstant[];
public float lightsFalloffLinear[];
public float lightsFalloffQuadratic[];
public float lightFalloffConstant[];
public float lightFalloffLinear[];
public float lightFalloffQuadratic[];
/** Light spot angle */
public float lightsSpotAngle[];
public float lightSpotAngle[];
/** Cosine of light spot angle */
public float lightsSpotAngleCos[];
public float lightSpotAngleCos[];
/** Light spot concentration */
public float lightsSpotConcentration[];
public float lightSpotConcentration[];
/** Diffuse colors for lights.
* For an ambient light, this will hold the ambient color.
* Internally these are stored as numbers between 0 and 1. */
public float lightsDiffuseR[], lightsDiffuseG[], lightsDiffuseB[];
public float lightDiffuse[][];
//public float lightsDiffuseR[], lightsDiffuseG[], lightsDiffuseB[];
/** Specular colors for lights.
Internally these are stored as numbers between 0 and 1. */
public float lightsSpecularR[], lightsSpecularG[], lightsSpecularB[];
public float lightSpecular[][];
//public float lightsSpecularR[], lightsSpecularG[], lightsSpecularB[];
/** Current specular color for lighting */
public float lightSpecularR;
public float lightSpecularG;
public float lightSpecularB;
public float currentLightSpecular[];
//public float lightSpecularR;
//public float lightSpecularG;
//public float lightSpecularB;
/** Current light falloff */
public float lightFalloffConstant;
public float lightFalloffLinear;
public float lightFalloffQuadratic;
public float currentLightFalloffConstant;
public float currentLightFalloffLinear;
public float currentLightFalloffQuadratic;
// ........................................................