GLfloat angle = -150; /* in degrees */
GLfloat angle2 = 30; /* in degrees */
-/* Near and far parameters */
-GLfloat near = -100;
-GLfloat far = 100;
+/* Near and far parameters - calculates scene size */
+GLfloat near = -30;
+GLfloat far = 30;
+
+/* Near and far clipping planes - calculates clipping planes */
+GLfloat nearClip = -200;
+GLfloat farClip = 200;
/* Zoom factor for mouse movements */
GLfloat zoomFactor = 1.0;
/* Recursion level for floor drawing */
-int drawFloorRecurse = 5;
+int drawFloorRecurse = 8;
/* Size of floor, from -n to n */
int floorSize = 200;
+/* Current camera x, y, z coords */
+GLfloat camx = 0.0, camy = 0.0, camz = 0.0, rot = 0.0;
+
+/* Length of axis lines */
+GLfloat lineLength = 5;
+
/* Light 0 parameters */
-GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0};
-GLfloat ambient0[] = {0.0, 0.0, 0.0, 1.0};
-GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};
-GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0};
-GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0};
-GLfloat glightmodel[] = {0.2,0.2,0.2,1};
\ No newline at end of file
+GLfloat diffuse0[]={1.0, 0.0, 0.0, 1.0};
+GLfloat ambient0[]={1.0, 0.0, 0.0, 1.0};
+GLfloat specular0[]={1.0, 0.0, 0.0, 1.0};
+GLfloat emission0[] = {0.0, 0.3, 0.3, 1.0};
+
+GLfloat direction0[] = {0.0, 0.0, 0.0};
+GLfloat light0_pos[] ={1.0, 1.0, 0,0, 0.5};
+
+GLfloat shine = 100.0;
+
+GLfloat glightmodel[] = {0.2,0.2,0.2,1};
+
+/* Material types */
+GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
+GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};
+GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
+
+/* Beginning width, height */
+int width = 500, height = 500;
\ No newline at end of file