class IMICFPS class Light include OpenGL attr_reader :ambient, :diffuse, :specular, :position, :light_id attr_accessor :x, :y, :z, :intensity def initialize(x:,y:,z:, game_state:, ambient: Vertex.new(0.5, 0.5, 0.5, 1), diffuse: Vertex.new(1, 0.5, 0, 1), specular: Vertex.new(0.2, 0.2, 0.2, 1), position: Vertex.new(x, y, z, 0), intensity: 1) @x,@y,@z = x,y,z @game_state = game_state @intensity = intensity self.ambient = ambient self.diffuse = diffuse self.specular = specular self.position = position @light_id = available_light @game_state.add_light(self) end def available_light raise "Using to many lights, #{@game_state.light_count}/#{LightManager::MAX_LIGHTS}" if @game_state.light_count > LightManager::MAX_LIGHTS puts "OpenGL::GL_LIGHT#{@game_state.light_count}" if $debug @light_id = Object.const_get "OpenGL::GL_LIGHT#{@game_state.light_count}" end def ambient=(color) @ambient = convert(color).pack("f*") end def diffuse=(color) @diffuse = convert(color, true).pack("f*") end def specular=(color) @specular = convert(color, true).pack("f*") end def position=(vertex) @position = convert(vertex).pack("f*") end def draw glLightfv(@light_id, GL_AMBIENT, @ambient) glLightfv(@light_id, GL_DIFFUSE, @diffuse) glLightfv(@light_id, GL_SPECULAR, @specular) glLightfv(@light_id, GL_POSITION, @position) glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1) glEnable(GL_LIGHTING) glEnable(@light_id) end def convert(struct, apply_intensity = false) if apply_intensity return struct.to_a.compact.map{|i| i*@intensity} else return struct.to_a.compact end end end end