+/**\r
+ * Display function\r
+ */\r
+void display() {\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ glLoadIdentity();\r
+ gluLookAt(\r
+ 0.0, 0.0, 10.0, /* 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
+ // **NOTE: Currently this rotation function is all that moves the camera off\r
+ // the flat surface. Need to integrate function into gluLookAt\r
+ glRotatef(30.0, 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
+\r
+ glPushMatrix();\r
+\r
+ /* Perform scene rotations based on user mouse 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
+\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+\r
+ drawFloor();\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
+ 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(lightPosition[0], lightPosition[1], lightPosition[2]);\r
+ glutSolidSphere(1.0, 50, 50);\r
+ glEnable(GL_LIGHTING);\r
+ glPopMatrix();\r
+\r
+ glPopMatrix();\r
+\r
+ glutSwapBuffers();\r
+}\r
+\r
+/**\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
+ near, /* Z near */\r
+ far /* Z far */\r
+ ); \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
+ glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r