(no commit message)
[atyndall/cits2231.git] / scene.c
diff --git a/scene.c b/scene.c
index 2bf72a3..6ae85a7 100644 (file)
--- a/scene.c
+++ b/scene.c
@@ -113,7 +113,8 @@ void processLightEvents(int id) {
  * @param id ID of object selected\r
  */\r
 void processObjectEvents(int id) {\r
-\r
+  // **NOTE: For the testing phase, only have the teapot\r
+  addSceneObject(id);\r
 }\r
 \r
 /**\r
@@ -339,12 +340,18 @@ void display() {
   lightPosition0[2] = 12*sin(lightAngle0);\r
   lightPosition0[3] = 0.0;\r
 \r
+  direction0[0] = lightPosition0[0];\r
+  direction0[2] = lightPosition0[2];\r
+\r
   /* Reposition the light source 1. */\r
   lightPosition1[0] = 12*cos(lightAngle1);\r
   lightPosition1[1] = lightHeight1;\r
   lightPosition1[2] = 12*sin(lightAngle1);\r
   lightPosition1[3] = 0.0;\r
 \r
+  direction1[0] = lightPosition1[0];\r
+  direction1[2] = lightPosition1[2];\r
+\r
   glPushMatrix();\r
 \r
     /* Perform scene rotations based on user mouse/keyboard input. */\r
@@ -360,7 +367,7 @@ void display() {
     // Draw teapot for a test object\r
     glPushMatrix();\r
       glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot currently does not rest on surface\r
-      glColor3f(0.0, 0.0, 0.0);\r
+      glColor3f(0.0, 0.0, 1.0);\r
       glFrontFace(GL_CW); // The teapot does not obey the right-hand rule\r
       glutSolidTeapot(1);\r
       glFrontFace(GL_CCW);\r
@@ -400,25 +407,16 @@ void init() {
   glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
   glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
 \r
-  glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0);\r
-\r
   glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);\r
   glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);\r
   glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);\r
   glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1);\r
 \r
-  glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 90.0);\r
-\r
   glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
-\r
-  glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
-  glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
-  glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
-  glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
-  glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
+  glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);\r
 \r
   glEnable(GL_LIGHT0);\r
-  //glEnable(GL_LIGHT1);\r
+  glEnable(GL_LIGHT1);\r
   glEnable(GL_LIGHTING);\r
 }\r
 \r
@@ -453,8 +451,6 @@ int main(int argc, char **argv) {
   glDepthRange(0,1);\r
   glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
   glDepthFunc(GL_LEQUAL);  // the type\r
-  glEnable(GL_TEXTURE_2D);\r
-  //glEnable(GL_CULL_FACE);\r
   glEnable(GL_NORMALIZE);\r
   glLineWidth(2.0);\r
 \r

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