Are you bothered to type the below statements? or to see it. How to abridge them to please at seeng them?
glLightfv(light?n)…
How to simplify them in practice?
GLfloat light1_ambient[]={0.2,0.2,0.2,1.0};
GLfloat light1_diffuse[]={1.0,0.0,0.0,1.0};
GLfloat light1_specular[]={1.0,0.6,0.6,1.0};
GLfloat light1_position[]={-3.0,-3.0,3.0,1.0};
GLfloat spot_direction[]={1.0,1.0,-1.0};
GLfloat light2_ambient[]={0.2,0.6,0.2,1.0};
GLfloat light2_diffuse[]={0.0,1.0,0.0,1.0};
GLfloat light2_specular[]={0.0,1.0,0.0,1.0};
GLfloat light2_position[]={-3.0,-3.0,3.0,1.0};
GLfloat spot2_direction[]={1.0,1.0,-1.0};
glLightfv(GL_LIGHT0,GL_DIFFUSE,light0_diffuse);
glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
glLightfv(GL_LIGHT1,GL_AMBIENT,light1_ambient);
glLightfv(GL_LIGHT1,GL_DIFFUSE,light1_diffuse);
glLightfv(GL_LIGHT1,GL_SPECULAR,light1_specular);
glLightfv(GL_LIGHT1,GL_POSITION,light1_position);
glLightf(GL_LIGHT1,GL_SPOT_CUTOFF,30.0);
glLightfv(GL_LIGHT1,GL_SPOT_DIRECTION,spot_direction);
glLightfv(GL_LIGHT2,GL_AMBIENT,light2_ambient);
glLightfv(GL_LIGHT2,GL_DIFFUSE,light2_diffuse);
glLightfv(GL_LIGHT2,GL_SPECULAR,light2_specular);
glLightfv(GL_LIGHT2,GL_POSITION,light2_position);
glLightf(GL_LIGHT2,GL_SPOT_CUTOFF,30.0);
glLightfv(GL_LIGHT2,GL_SPOT_DIRECTION,spot2_direction);
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
//////////////////
use struct light {…} light1.2…n;?
struct light {
GLfloat ambient[];
GLfloat diffuse[];
GLfloat specular[];
GLfloat position[];
GLfloat spot_direction[];
} light1, light2,…;
then
light1.ambient[]={…};
…
light2.ambient[]={…};
…
glLightfv(light10;
glLightfv(light2);
…