moving = 0;\r
}\r
}\r
- if (button == GLUT_MIDDLE_BUTTON) {\r
- if (state == GLUT_DOWN) {\r
- lightMoving = 1;\r
- lightStartX = x;\r
- lightStartY = y;\r
- }\r
- if (state == GLUT_UP) {\r
- lightMoving = 0;\r
- }\r
- }\r
}\r
\r
/**\r
void keyboard(unsigned char key, int x, int y) {\r
switch(key) {\r
case 'w':\r
- camz = camz - 1;\r
+ case 'W':\r
+ camz -= factor;\r
break;\r
case 'a':\r
- camx = camx - 1;\r
+ case 'A':\r
+ camx -= factor;\r
break;\r
case 's':\r
- camz = camz + 1;\r
+ case 'S':\r
+ camz += factor;\r
break;\r
case 'd':\r
- camx = camx + 1;\r
+ case 'D':\r
+ camx += factor;\r
break;\r
case 'q':\r
- camy = camy + 1;\r
+ case 'Q':\r
+ camy += factor;\r
break;\r
case 'e':\r
- camy = camy - 1;\r
+ case 'E':\r
+ camy -= factor;\r
break;\r
case 'z':\r
- rot = rot + 1;\r
+ case 'Z':\r
+ keyrot += factor;\r
break;\r
case 'x':\r
- rot = rot - 1;\r
+ case 'X':\r
+ keyrot -= factor;\r
+ break;\r
+ case '=':\r
+ case '+':\r
+ factor += 0.1;\r
+ printf("Factor of change is now %f\n", factor);\r
break;\r
+ case '-':\r
+ case '_':\r
+ factor -= 0.1;\r
+ printf("Factor of change is now %f\n", factor);\r
+ break;\r
+\r
}\r
- printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, rot);\r
+ printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, keyrot);\r
glutPostRedisplay();\r
}\r
\r
*/\r
void motion(int x, int y) {\r
if (moving) {\r
- angle = angle + (x - startx);\r
- angle2 = angle2 + (y - starty);\r
+ zoom += (y - starty);\r
+ rotate += (x - startx);\r
startx = x;\r
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
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
\r
- float aspect = (float)height / (float)width;\r
- if ( width > height ) aspect = (float)width / (float)height;\r
+ float aspect;\r
+ if ( width <= height ) {\r
+ aspect = (float)height / (float)width;\r
+ } else {\r
+ aspect = (float)width / (float)height;\r
+ }\r
\r
gluPerspective(\r
- 90.0,\r
+ 75.0,\r
aspect,\r
0.1,\r
- 100\r
+ 200\r
);\r
\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
\r
gluLookAt(\r
- 0.0, 0.0, 5.0, /* 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, 1.0, 0.0 /* up is in postivie Y direction */\r
+ 0.0, 10.0, 0.0 /* up is in postivie Y direction */\r
);\r
\r
- glRotatef(45.0, 1.0, 0.0, 0.0);\r
+ glRotatef(40.0, 1.0, 0.0, 0.0);\r
+\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. */\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 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
/* Perform scene rotations based on user mouse/keyboard input. */\r
- glRotatef(angle, 0.0, 1.0, 0.0);\r
- glRotatef(angle2, 1.0, 0.0, 0.0);\r
+ glRotatef(rotate*rotateFactor, 0.0, 1.0, 0.0);\r
glTranslatef(camx, camy, camz);\r
- glRotatef(rot, 1.0, 0.0, 0.0);\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); // The teapot does not obey the right-hand rule\r
glutSolidTeapot(1);\r
+ glFrontFace(GL_CCW);\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(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, 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(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
* init function; sets initial OpenGL state\r
*/\r
void init() {\r
- glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\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_AND_BACK, GL_AMBIENT, ambient);\r
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);\r
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);\r
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shine);\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, emission);\r
+ glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
\r
glEnable(GL_LIGHT0);\r
+ glEnable(GL_LIGHT1);\r
glEnable(GL_LIGHTING);\r
}\r
\r
glDepthRange(0,1);\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
- glEnable(GL_CULL_FACE);\r
glEnable(GL_TEXTURE_2D);\r
- glLineWidth(1.0);\r
+ glEnable(GL_CULL_FACE);\r
+ glEnable(GL_NORMALIZE);\r
+ glLineWidth(2.0);\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r