- glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red\r
- glVertex3f(-1.0f, 1.0f, 0.0f); // Top left\r
- glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right\r
- glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right\r
- glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left\r
- glEnd();\r
-\r
- glutSwapBuffers();\r
+ glVertex3f( 0.0f, 1.0f, -1.0f);\r
+ glVertex3f( 0.0f, 1.0f, 1.0f);\r
+ glVertex3f( 0.0f, -1.0f, 1.0f);\r
+ glVertex3f( 0.0f, -1.0f, -1.0f);\r
+ glEnd();*/\r
+\r
+\r
+ //glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0\r
+ //glutSolidTeapot(1);\r
+\r
+ /* glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
+ gluLookAt(0.7f, 0.4f, 0.9f, -2.0f, -1.0f, -7.0f, 1.0f, 10.0f, 1.0f);\r
+\r
+\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();*/\r
+\r
+\r
+ /* Reposition the light source. */\r
+ lightPosition[0] = 12*cos(lightAngle);\r
+ lightPosition[1] = lightHeight;\r
+ lightPosition[2] = 12*sin(lightAngle);\r
+ //if (directionalLight) {\r
+ lightPosition[3] = 0.0;\r
+ //} else {\r
+ // lightPosition[3] = 1.0;\r
+ //}\r
+\r
+ glPushMatrix();\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ drawFloor();\r
+ glDisable(GL_BLEND);\r
+\r
+ glutSolidTeapot(1);\r
+\r
+ glPushMatrix();\r
+ glDisable(GL_LIGHTING);\r
+ glColor3f(1.0, 1.0, 0.0);\r
+\r
+ /* Draw a yellow ball at the light source. */\r
+ glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
+ glutSolidSphere(1.0, 5, 5);\r
+\r
+ glEnable(GL_LIGHTING);\r
+ glPopMatrix();\r
+\r
+ glPopMatrix();\r
+\r
+ glutSwapBuffers();\r