*/\r
void windowReshape(int w, int h) {\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
- /*glMatrixMode(GL_PROJECTION);\r
+ glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
- if (w <= h) \r
- glFrustum(near, far, near*(GLfloat)h/(GLfloat)w,\r
- far*(GLfloat)h/(GLfloat)w, -100, 100);\r
+ if (w <= h)\r
+ glFrustum(-near, far, -near,\r
+ far, 1, 100);\r
else\r
- glFrustum(near*(GLfloat)w/(GLfloat)h,\r
- far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
- glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();*/\r
+ glFrustum(-near*((GLfloat) w / (GLfloat) h),\r
+ far, near, far, 1, 100);\r
+ glMatrixMode(GL_MODELVIEW);\r
}\r
\r
/**\r
*/\r
void display() {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
- //gluLookAt(\r
- // 0.0, 0.0, 30.0, /* 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
- // );\r
\r
- glTranslatef(camx, camy, camz);\r
- \r
- // **NOTE: Currently this rotation function is all that moves the camera off\r
- // the flat surface. Need to integrate function into gluLookAt\r
- glRotatef(rot, 1.0, 0.0, 0.0);\r
+ //gluLookAt(\r
+ // -30.0, -30.0, -30.0, /* 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
+ // );\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
\r
glPushMatrix();\r
\r
- /* Perform scene rotations based on user mouse input. */\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); //**NOTE: Only one degree of freedom\r
+ glRotatef(angle2, 1.0, 0.0, 0.0);\r
+ glTranslatef(camx, camy, camz);\r
+ glRotatef(rot, 1.0, 0.0, 0.0);\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
\r
// Draw teapot for a test object\r
glPushMatrix();\r
- glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface\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
glutSolidTeapot(1);\r
glPopMatrix();\r
* init function; sets initial OpenGL state\r
*/\r
void init() {\r
- //glMatrixMode(GL_PROJECTION);\r
- //glLoadIdentity();\r
-\r
- //gluPerspective(\r
- // 60.0, /* field of view in degree */\r
- // 1.0, /* aspect ratio */\r
- // nearClip, /* Z near */\r
- // farClip /* Z far */\r
- // );\r
- \r
- glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
-\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
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
+ glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
\r
-GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};\r
-GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};\r
-GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};\r
-GLfloat shine = 100.0;\r
-glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
-glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
-glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
-glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
+ glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0);\r
\r
-GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};\r
-glMaterialfv(GL_FRONT, GL_EMISSION, emission);\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
\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHTING);\r
- //glEnable(GL_COLOR_MATERIAL);\r
- //glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
- //glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
- //glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
-\r
- \r
-\r
}\r
\r
/**\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_CULL_FACE);\r
glEnable(GL_TEXTURE_2D);\r
- glEnable(GL_BLEND);\r
glLineWidth(1.0);\r
\r
- glMatrixMode(GL_PROJECTION);\r
- gluPerspective(\r
- 40.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- 1.0, /* Z near */\r
- 1000000.0 /* Z far */\r
- );\r
-\r
- glMatrixMode(GL_MODELVIEW);\r
- gluLookAt(\r
- 0.0, 35.0, -20.0, /* eye is at (0,8,60) */\r
- 0.0, 10.0, 0.0, /* center is at (0,8,0) */\r
- 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
- );\r
-\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
glutReshapeFunc(windowReshape);\r
init();\r
\r
glutMainLoop();\r
-}\r
+}
\ No newline at end of file