char dataDir[200]; // Stores the directory name for the meshes and textures.
-GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light
-GLfloat lightPosition[4];
-
int moving, startx, starty;
-int lightMoving = 0, lightStartX, lightStartY;
/* Time varying or user-controled variables. */
float jump = 0.0;
-float lightAngle = 0.0, lightHeight = 5;
-GLfloat angle = -150; /* in degrees */
-GLfloat angle2 = 30; /* in degrees */
/* Near and far parameters - calculates scene size */
GLfloat near = -30;
GLfloat diffuse0[]={1.0, 0.0, 0.0, 1.0};
GLfloat ambient0[]={1.0, 0.0, 0.0, 1.0};
GLfloat specular0[]={1.0, 0.0, 0.0, 1.0};
-GLfloat emission0[] = {0.0, 0.3, 0.3, 1.0};
-
GLfloat direction0[] = {0.0, 0.0, 0.0};
-GLfloat shine = 100.0;
+GLfloat lightColor0[] = {1.0, 1.0, 1.0, 1.0}; // White light
+GLfloat lightPosition0[4];
-GLfloat glightmodel[] = {0.2,0.2,0.2,1};
+float lightAngle0 = 0.0, lightHeight0 = 5;
+int lightMoving0 = 0, lightStartX0, lightStartY0;
+
+/* Light 1 parameters */
+GLfloat diffuse1[]={1.0, 0.0, 0.0, 1.0};
+GLfloat ambient1[]={1.0, 0.0, 0.0, 1.0};
+GLfloat specular1[]={1.0, 0.0, 0.0, 1.0};
+GLfloat direction1[] = {0.0, 0.0, 0.0};
+
+GLfloat lightColor1[] = {1.0, 1.0, 1.0, 1.0}; // White light
+GLfloat lightPosition1[4];
+
+float lightAngle1 = 180.0, lightHeight1 = 5;
+int lightMoving1 = 0, lightStartX1, lightStartY1;
/* Material types */
GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};
GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
+GLfloat shine = 100.0;
+GLfloat glightmodel[] = {0.2,0.2,0.2,1};
+GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};
/* Zoom and rotate tracking */
GLfloat zoom = 0.0, rotate = 0.0;