X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=helper.c;h=786297fa6260e6a5121d61a70fb947d9f688c3d0;hp=34667ecfdf965887333e25c4784e49fe874c2601;hb=8ce9e04b2f947ad161075ba0a8cf822b5594d199;hpb=f060b203a10568807bc3810b28628d28df8d74e4 diff --git a/helper.c b/helper.c index 34667ec..786297f 100644 --- a/helper.c +++ b/helper.c @@ -224,19 +224,19 @@ void drawFloor() { for ( int z = -floorSize; z < floorSize; z++ ) { glColor3f( 1.0, 1.0, 1.0 ); - glNormal3i( 0, 1, 0 ); + glNormal3i( 1, 1, 0 ); glTexCoord2f( 1.0, 1.0 ); glVertex3f ( (x+1)*squareSize, 0.0, (z+1)*squareSize ); - glNormal3i( 0, 1, 0 ); + glNormal3i( 1, 1, 0 ); glTexCoord2f( 1.0, 0.0 ); glVertex3f ( (x+1)*squareSize, 0.0, z*squareSize ); - glNormal3i( 0, 1, 0 ); + glNormal3i( 1, 1, 0 ); glTexCoord2f( 0.0, 0.0 ); glVertex3f ( x*squareSize, 0.0, z*squareSize ); - glNormal3i( 0, 1, 0 ); + glNormal3i( 1, 1, 0 ); glTexCoord2f( 0.0, 1.0 ); glVertex3f ( x*squareSize, 0.0, (z+1)*squareSize ); } @@ -319,6 +319,11 @@ int addSceneObject(int id) { } void initializeLights() { + glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, materialAmbient ); + glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, materialDiffuse ); + glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular ); + glMaterialf ( GL_FRONT_AND_BACK, GL_SHININESS, materialShine ); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightGlobalModel); glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); @@ -340,18 +345,18 @@ void updateLights() { glDisable(GL_LIGHTING); for ( int i = 0; i < LIGHTS; i++ ) { - glDisable(GL_LIGHT0 + i); + glDisable( GL_LIGHT0 + i ); - glLightfv(GL_LIGHT0 + i, GL_POSITION, lightObjs[i].position); - glLightfv(GL_LIGHT0 + i, GL_AMBIENT, lightObjs[i].ambient); - glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lightObjs[i].diffuse); - glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lightObjs[i].specular); - glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightObjs[i].direction); + glLightfv( GL_LIGHT0 + i, GL_POSITION, lightObjs[i].position ); + glLightfv( GL_LIGHT0 + i, GL_AMBIENT, lightObjs[i].ambient ); + glLightfv( GL_LIGHT0 + i, GL_DIFFUSE, lightObjs[i].diffuse ); + glLightfv( GL_LIGHT0 + i, GL_SPECULAR, lightObjs[i].specular ); + glLightfv( GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightObjs[i].direction ); - glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, lightObjs[i].cutoff); - glLighti(GL_LIGHT0 + i, GL_SPOT_EXPONENT, (int)lightObjs[i].exponent ); + glLightf ( GL_LIGHT0 + i, GL_SPOT_CUTOFF, lightObjs[i].cutoff ); + glLighti ( GL_LIGHT0 + i, GL_SPOT_EXPONENT, lightObjs[i].exponent ); - glEnable(GL_LIGHT0 + i); + glEnable ( GL_LIGHT0 + i ); // Draw light ball for light glPushMatrix(); @@ -363,4 +368,25 @@ void updateLights() { } glEnable(GL_LIGHTING); +} + +/** + * Sets variables to the state they are in to begin with. + */ +void initializeState() { + /* Initial light 0 position. */ + lightObjs[0].position[0] = 4; + lightObjs[0].position[1] = 5; + lightObjs[0].position[2] = 6; + lightObjs[0].position[3] = 0.0; + + /* Initial light 1 position. */ + lightObjs[1].position[0] = -4; + lightObjs[1].position[1] = 5; + lightObjs[1].position[2] = -6; + lightObjs[1].position[3] = 0.0; + + /* Initial floor texture */ + // **NOTE: Commented out while testing lighting + //currentGroundTexture = 5; } \ No newline at end of file