CSPspEmu.Core.Gpu.Impl.Opengl.OpenglGpuImpl.PrepareState_Lighting C# (CSharp) Method

PrepareState_Lighting() private method

private PrepareState_Lighting ( GpuStateStruct GpuState ) : void
GpuState GpuStateStruct
return void
		private void PrepareState_Lighting(GpuStateStruct* GpuState)
		{
			//var LightingState = &GpuState->LightingState;
			//
			//if (!GL.EnableDisable(EnableCap.Lighting, LightingState->Enabled))
			//{
			//	return;
			//}
			//
			//GL.LightModel(
			//	LightModelParameter.LightModelColorControl,
			//	(int)((LightingState->LightModel == LightModelEnum.SeparateSpecularColor) ? LightModelColorControl.SeparateSpecularColor : LightModelColorControl.SingleColor)
			//);
			//GL.LightModel(LightModelParameter.LightModelAmbient, &LightingState->AmbientLightColor.Red);
			//
			//for (int n = 0; n < 4; n++)
			//{
			//	var LightState = &(&LightingState->Light0)[n];
			//	LightName LightName = (LightName)(LightName.Light0 + n);
			//
			//	if (!GL.EnableDisable((EnableCap)(EnableCap.Light0 + n), LightState->Enabled))
			//	{
			//		continue;
			//	}
			//
			//	GL.Light(LightName, LightParameter.Specular, &LightState->SpecularColor.Red);
			//	GL.Light(LightName, LightParameter.Ambient, &LightState->AmbientColor.Red);
			//	GL.Light(LightName, LightParameter.Diffuse, &LightState->DiffuseColor.Red);
			//
			//	LightState->Position.W = 1.0f;
			//	GL.Light(LightName, LightParameter.Position, &LightState->Position.X);
			//
			//	GL.Light(LightName, LightParameter.ConstantAttenuation, &LightState->Attenuation.Constant);
			//	GL.Light(LightName, LightParameter.LinearAttenuation, &LightState->Attenuation.Linear);
			//	GL.Light(LightName, LightParameter.QuadraticAttenuation, &LightState->Attenuation.Quadratic);
			//
			//	if (LightState->Type == LightTypeEnum.SpotLight)
			//	{
			//		GL.Light(LightName, LightParameter.SpotDirection, &LightState->SpotDirection.X);
			//		GL.Light(LightName, LightParameter.SpotExponent, &LightState->SpotExponent);
			//		GL.Light(LightName, LightParameter.SpotCutoff, &LightState->SpotCutoff);
			//	}
			//	else
			//	{
			//		GL.Light(LightName, LightParameter.SpotExponent, 0);
			//		GL.Light(LightName, LightParameter.SpotCutoff, 180);
			//	}
			//}
		}