X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=helper.c;h=786297fa6260e6a5121d61a70fb947d9f688c3d0;hp=9da3e1d2cd6f8214880215664a02612f41bc606e;hb=8ce9e04b2f947ad161075ba0a8cf822b5594d199;hpb=b6ab27a06daefe58dfb7ec4738f91f9879388083 diff --git a/helper.c b/helper.c index 9da3e1d..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 ); } @@ -298,23 +298,95 @@ int addSceneObject(int id) { curObject = nObjects; - sceneObjs[nObjects].mesh = -1; - sceneObjs[nObjects].texture = -1; + sceneObjs[nObjects].mesh = -1; // Teapot is -1 mesh + sceneObjs[nObjects].texture.id = -1; // No texture + sceneObjs[nObjects].texture.scale = 1; sceneObjs[nObjects].x = 0; sceneObjs[nObjects].y = 0; sceneObjs[nObjects].z = 0; - sceneObjs[nObjects].scale = (vector*)calloc( 3, sizeof(vector[0]) ); + sceneObjs[nObjects].scale[0] = 1; + sceneObjs[nObjects].scale[1] = 1; + sceneObjs[nObjects].scale[2] = 1; - sceneObjs[nObjects].rotation.parameter = 0; - sceneObjs[nObjects].rotation.vect = (vector*)calloc( 3, sizeof(vector[0]) ); - - if ( sceneObjs[nObjects].scale == NULL || sceneObjs[nObjects].rotation.vect == NULL ) { - sprintf(stderr, "Could not allocate memory for Scene Object! Shutting down!\n"); - exit(EXIT_FAILURE); - } + sceneObjs[nObjects].rotation.x = 0; + sceneObjs[nObjects].rotation.y = 0; + sceneObjs[nObjects].rotation.z = 0; nObjects += 1; // New object in scene return nObjects; +} + +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); + + for ( int i = 0; i < LIGHTS; i++ ) { + + memcpy( lightObjs[i].position, defaultPosition, sizeof(GLfloat) * 4 ); + memcpy( lightObjs[i].ambient, defaultAmbient, sizeof(GLfloat) * 4 ); + memcpy( lightObjs[i].diffuse, defaultDiffuse, sizeof(GLfloat) * 4 ); + memcpy( lightObjs[i].specular, defaultSpecular, sizeof(GLfloat) * 4 ); + memcpy( lightObjs[i].direction, defaultDirection, sizeof(GLfloat) * 3 ); + + lightObjs[i].cutoff = defaultCutoff; + lightObjs[i].exponent = defaultExponent; + } + +} + +void updateLights() { + glDisable(GL_LIGHTING); + + for ( int i = 0; i < LIGHTS; 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 ); + + glLightf ( GL_LIGHT0 + i, GL_SPOT_CUTOFF, lightObjs[i].cutoff ); + glLighti ( GL_LIGHT0 + i, GL_SPOT_EXPONENT, lightObjs[i].exponent ); + + glEnable ( GL_LIGHT0 + i ); + + // Draw light ball for light + glPushMatrix(); + glColor3f(0.0, 1.0, 1.0); + glTranslatef(lightObjs[i].position[0], lightObjs[i].position[1], lightObjs[i].position[2]); + glutSolidSphere(lightBallSize, 20, 20);; + glPopMatrix(); + + } + + 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