rendered paste bodyvoid Slunce(){ GLdouble px = MODEL_DISTANCE*cos(_angle*DEG_TO_RAD); GLdouble py = MODEL_DISTANCE*1.475 + 1.0*MODEL_DISTANCE*sin(_angle*DEG_TO_RAD); GLdouble pz = MODEL_DISTANCE*sin(_angle*DEG_TO_RAD); GLdouble bg = 0.3*sin(_angle*DEG_TO_RAD+20); GLdouble bb = 0.36*sin(_angle*DEG_TO_RAD+20); GLdouble tm = 0.4*sin(_angle*DEG_TO_RAD)+0.6; glPushMatrix(); GLfloat pozice_slunce[] = {px,py,pz,0.0}; GLfloat barva_slunce[] = {1.0*tm,(0.7+bg)*tm,(0.44+bb)*tm,0.0}; //POZICE A SMER SVICENI SLUNCE glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 90.0); glLightfv(GL_LIGHT1, GL_POSITION, pozice_slunce); glLightfv(GL_LIGHT1, GL_DIFFUSE, barva_slunce); // nastaveni barvy svetla glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, tm); glEnable(GL_LIGHT1); glPopMatrix();}