curObject = nObjects;
- sceneObjs[nObjects].mesh = -1;
- sceneObjs[nObjects].texture = -1;
+ sceneObjs[nObjects].mesh = -1; // Teapot is -1 mesh
+ sceneObjs[nObjects].texture.id = -1; // No texture
+ sceneObjs[nObjects].texture.scale = 1;
sceneObjs[nObjects].x = 0;
sceneObjs[nObjects].y = 0;
sceneObjs[nObjects].z = 0;
- sceneObjs[nObjects].scale = (vector*)calloc( 3, sizeof(vector[0]) );
+ sceneObjs[nObjects].scale[0] = 1;
+ sceneObjs[nObjects].scale[1] = 1;
+ sceneObjs[nObjects].scale[2] = 1;
- sceneObjs[nObjects].rotation.parameter = 0;
- sceneObjs[nObjects].rotation.vect = (vector*)calloc( 3, sizeof(vector[0]) );
-
- if ( sceneObjs[nObjects].scale == NULL || sceneObjs[nObjects].rotation.vect == NULL ) {
- sprintf(stderr, "Could not allocate memory for Scene Object! Shutting down!\n");
- exit(EXIT_FAILURE);
- }
+ sceneObjs[nObjects].rotation.x = 0;
+ sceneObjs[nObjects].rotation.y = 0;
+ sceneObjs[nObjects].rotation.z = 0;
nObjects += 1; // New object in scene
return nObjects;
+}
+
+void initializeLights() {
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightGlobalModel);
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+
+ for ( int i = 0; i < LIGHTS; i++ ) {
+
+ memcpy( lightObjs[i].position, defaultPosition, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].ambient, defaultAmbient, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].diffuse, defaultDiffuse, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].specular, defaultSpecular, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].direction, defaultDirection, sizeof(GLfloat) * 3 );
+
+ lightObjs[i].cutoff = defaultCutoff;
+ lightObjs[i].exponent = defaultExponent;
+ }
+
+}
+
+void updateLights() {
+ glDisable(GL_LIGHTING);
+
+ for ( int i = 0; i < LIGHTS; i++ ) {
+ glDisable(GL_LIGHT0 + i);
+
+ glLightfv(GL_LIGHT0 + i, GL_POSITION, lightObjs[i].position);
+ glLightfv(GL_LIGHT0 + i, GL_AMBIENT, lightObjs[i].ambient);
+ glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lightObjs[i].diffuse);
+ glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lightObjs[i].specular);
+ glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightObjs[i].direction);
+
+ glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, lightObjs[i].cutoff);
+ glLighti(GL_LIGHT0 + i, GL_SPOT_EXPONENT, (int)lightObjs[i].exponent );
+
+ glEnable(GL_LIGHT0 + i);
+
+ // Draw light ball for light
+ glPushMatrix();
+ glColor3f(0.0, 1.0, 1.0);
+ glTranslatef(lightObjs[i].position[0], lightObjs[i].position[1], lightObjs[i].position[2]);
+ glutSolidSphere(lightBallSize, 20, 20);;
+ glPopMatrix();
+
+ }
+
+ glEnable(GL_LIGHTING);
}
\ No newline at end of file