It doesn't make much sense, as there's already the global ambient color in
Lighting. I haven't ever used it either, so remove directly instead of
deprecating.
vector<const Light *> Light::current_lights(1);
Light::Light():
- ambient(0),
diffuse(1),
specular(1),
position(0, 0, 1, 0),
attenuation[2] = 0;
}
-void Light::set_ambient(const Color &c)
-{
- ambient = c;
-}
-
void Light::set_diffuse(const Color &c)
{
diffuse = c;
{
GLenum l = GL_LIGHT0+current_unit;
enable(l);
- glLightfv(l, GL_AMBIENT, &ambient.r);
glLightfv(l, GL_DIFFUSE, &diffuse.r);
glLightfv(l, GL_SPECULAR, &specular.r);
glLightfv(l, GL_POSITION, &position.x);
class Light
{
private:
- Color ambient;
Color diffuse;
Color specular;
Vector4 position;
public:
Light();
- void set_ambient(const Color &c);
void set_diffuse(const Color &c);
void set_specular(const Color &c);
- const Color &get_ambient() const { return ambient; }
const Color &get_diffuse() const { return diffuse; }
const Color &get_specular() const { return specular; }