[690] | 1 | #require <gl/gl.sbp>
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| 2 | Namespace ActiveBasic
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| 3 | Namespace OpenGL
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| 4 |
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| 5 | '光源を扱うためのクラス
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| 6 | Class Light
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| 7 | Public
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| 8 | Sub Light(num As DWord)
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| 9 | number = num
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| 10 | End Sub
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| 11 |
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| 12 | Public
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| 13 | Sub Ambient(red As Single, green As Single, blue As Single, alpha As Single)
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| 14 | Dim color[3] As Single
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| 15 | color[0]=red
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| 16 | color[1]=green
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| 17 | color[2]=blue
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| 18 | color[3]=alpha
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| 19 | glLightfv(GL_LIGHT0+number,GL_AMBIENT,color)
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| 20 | End Sub
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| 21 | Sub ConstantAttenuation(rate As Single)
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| 22 | glLightf(GL_LIGHT0+number,GL_CONSTANT_ATTENUATION,rate)
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| 23 | End Sub
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| 24 | Sub SpotCutOff(angle As Single)
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| 25 | glLightf(GL_LIGHT0+number,GL_SPOT_CUTOFF,angle)
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| 26 | End Sub
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| 27 | Sub Diffuse(red As Single, green As Single, blue As Single, alpha As Single)
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| 28 | Dim color[3] As Single
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| 29 | color[0]=red
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| 30 | color[1]=green
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| 31 | color[2]=blue
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| 32 | color[3]=alpha
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| 33 | glLightfv(GL_LIGHT0+number,GL_DIFFUSE,color)
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| 34 | End Sub
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| 35 | Sub SpotDirection(x As Single, y As Single, z As Single)
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| 36 | Dim dir[2] As Single
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| 37 | dir[0]=x
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| 38 | dir[1]=y
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| 39 | dir[2]=z
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| 40 | glLightfv(GL_LIGHT0+number,GL_SPOT_DIRECTION,dir)
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| 41 | End Sub
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| 42 | Sub SpotExponent(exp As Single)
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| 43 | glLightf(GL_LIGHT0+number,GL_SPOT_EXPONENT,exp)
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| 44 | End Sub
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| 45 | Sub LinearAttenuation(rate As Single)
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| 46 | glLightf(GL_LIGHT0+number,GL_LINEAR_ATTENUATION,rate)
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| 47 | End Sub
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| 48 | Sub QuadraticAttenuation(rate As Single)
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| 49 | glLightf(GL_LIGHT0+number,GL_QUADRATIC_ATTENUATION,rate)
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| 50 | End Sub
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| 51 | Sub Specular(red As Single, green As Single, blue As Single, alpha As Single)
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| 52 | Dim color[3] As Single
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| 53 | color[0]=red
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| 54 | color[1]=green
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| 55 | color[2]=blue
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| 56 | color[3]=alpha
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| 57 | glLightfv(GL_LIGHT0+number,GL_SPECULAR,color)
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| 58 | End Sub
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| 59 |
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| 60 | Private
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| 61 | number As DWord
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| 62 | End Class
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| 63 |
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| 64 | End Namespace
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| 65 | End Namespace
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