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 );
}
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