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[atyndall/cits2231.git]
/
scene.c
diff --git
a/scene.c
b/scene.c
index
d6b3e8f
..
424835f
100644
(file)
--- a/
scene.c
+++ b/
scene.c
@@
-123,8
+123,8
@@
GLfloat angle = -150; /* in degrees */
GLfloat angle2 = 30; /* in degrees */
\r
\r
/* Near and far parameters */
\r
GLfloat angle2 = 30; /* in degrees */
\r
\r
/* Near and far parameters */
\r
-GLfloat near = -
1
0;
\r
-GLfloat far =
1
0;
\r
+GLfloat near = -
2
0;
\r
+GLfloat far =
2
0;
\r
\r
/* Zoom factor for mouse movements */
\r
GLfloat zoomFactor = 1.0;
\r
\r
/* Zoom factor for mouse movements */
\r
GLfloat zoomFactor = 1.0;
\r
@@
-137,9
+137,11
@@
int floorSize = 100;
\r
/* Light 0 parameters */
\r
GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0};
\r
\r
/* Light 0 parameters */
\r
GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0};
\r
-GLfloat ambient0[] = {
1.0, 1.0, 1
.0, 1.0};
\r
+GLfloat ambient0[] = {
0.0, 0.0, 0
.0, 1.0};
\r
GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};
\r
GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};
\r
-GLfloat light0_pos[] ={ 1.0, 2.0, 3,0, 1.0};
\r
+GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0};
\r
+GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0};
\r
+GLfloat glightmodel[] = {0.2,0.2,0.2,1};
\r
\r
\r
/**
\r
\r
\r
/**
\r
@@
-637,12
+639,7
@@
void display() {
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
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
- glEnable(GL_LIGHT0);
\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
- glEnable(GL_LIGHTING);
\r
+
\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
\r
// **NOTE: Currently this rotation function is all that moves the camera off
\r
// the flat surface. Need to integrate function into gluLookAt
\r
@@
-668,8
+665,9
@@
void display() {
\r
// Draw teapot for a test object
\r
glPushMatrix();
\r
\r
// Draw teapot for a test object
\r
glPushMatrix();
\r
- glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface
\r
- glutWireTeapot(1);
\r
+ glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface
\r
+ glColor3f(0.5, 0.5, 0.5);
\r
+ glutSolidTeapot(1);
\r
glPopMatrix();
\r
\r
// Draw a white ball over the light source
\r
glPopMatrix();
\r
\r
// Draw a white ball over the light source
\r
@@
-700,12
+698,20
@@
void init() {
far /* Z far */
\r
);
\r
\r
far /* Z far */
\r
);
\r
\r
- glEnable(GL_LIGHT0);
\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
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
+ glEnable(GL_LIGHT0);
\r
glEnable(GL_LIGHTING);
\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
glMatrixMode(GL_MODELVIEW);
\r
glLoadIdentity();
\r
\r
glMatrixMode(GL_MODELVIEW);
\r
glLoadIdentity();
\r
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