starty = y;\r
glutPostRedisplay();\r
}\r
- if (lightMoving) {\r
- lightAngle += (x - lightStartX)/40.0;\r
- lightHeight += (lightStartY - y)/20.0;\r
- lightStartX = x;\r
- lightStartY = y;\r
+ if (lightMoving0) {\r
+ lightAngle0 += (x - lightStartX0)/40.0;\r
+ lightHeight0 += (lightStartY0 - y)/20.0;\r
+ lightStartX0 = x;\r
+ lightStartY0 = y;\r
+ glutPostRedisplay();\r
+ }\r
+ if (lightMoving1) {\r
+ lightAngle1 += (x - lightStartX1)/40.0;\r
+ lightHeight1 += (lightStartY1 - y)/20.0;\r
+ lightStartX1 = x;\r
+ lightStartY1 = y;\r
glutPostRedisplay();\r
}\r
}\r
glLoadIdentity();\r
\r
gluLookAt(\r
- 15.0 + (zoom*zoomFactor), 0.0, 15.0 + (zoom*zoomFactor), /* eye is at (x,y,z) */\r
+ 0.0, 0.0, 15.0 + (zoom*zoomFactor), /* eye is at (x,y,z) */\r
0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
0.0, 10.0, 0.0 /* up is in postivie Y direction */\r
);\r
\r
- glRotatef(50.0, 1.0, 0.0, 0.0);\r
+ glRotatef(40.0, 1.0, 0.0, 0.0);\r
\r
- /* Reposition the light source. */\r
- lightPosition[0] = 12*cos(lightAngle);\r
- lightPosition[1] = lightHeight;\r
- lightPosition[2] = 12*sin(lightAngle);\r
- lightPosition[3] = 0.0;\r
+ /* Reposition the light source 0. */\r
+ lightPosition0[0] = 12*cos(lightAngle0);\r
+ lightPosition0[1] = lightHeight0;\r
+ lightPosition0[2] = 12*sin(lightAngle0);\r
+ lightPosition0[3] = 0.0;\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
glPushMatrix();\r
\r
glTranslatef(camx, camy, camz);\r
glRotatef(keyrot, 1.0, 0.0, 0.0);\r
\r
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0);\r
+ glLightfv(GL_LIGHT1, GL_POSITION, lightPosition1);\r
\r
drawFloor();\r
-\r
- drawLine();\r
\r
// 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
- glFrontFace(GL_CW);\r
+ glFrontFace(GL_CW); // The teapot does not obey the right-hand rule\r
glutSolidTeapot(1);\r
glFrontFace(GL_CCW);\r
glPopMatrix();\r
// Draw a white ball over the light source\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
- glColor3f(1.0, 1.0, 0.0);\r
- glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
- glutSolidSphere(1.0, 50, 50);\r
+ glColor3f(1.0, 1.0, 1.0);\r
+ glTranslatef(lightPosition0[0], lightPosition0[1], lightPosition0[2]);\r
+ glutSolidSphere(0.5, 50, 50);\r
glEnable(GL_LIGHTING);\r
glPopMatrix();\r
\r
+ // Draw a white ball over the light source\r
+ glPushMatrix();\r
+ glDisable(GL_LIGHTING);\r
+ glColor3f(1.0, 1.0, 1.0);\r
+ glTranslatef(lightPosition1[0], lightPosition1[1], lightPosition1[2]);\r
+ glutSolidSphere(0.5, 50, 50);\r
+ glEnable(GL_LIGHTING);\r
+ glPopMatrix();\r
+\r
+ drawAxisLines();\r
+\r
glPopMatrix();\r
\r
glutSwapBuffers();\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, emission0);\r
+ glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
\r
glEnable(GL_LIGHT0);\r
+ glEnable(GL_LIGHT1);\r
glEnable(GL_LIGHTING);\r
}\r
\r