// 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
// );\r
\r
- //glTranslatef(camx, camy, camz);\r
+ glTranslatef(camx, camy, camz);\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(rot, 1.0, 0.0, 0.0);\r
+ glRotatef(rot, 1.0, 0.0, 0.0);\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\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
- glColor3f(0.5, 0.5, 0.5);\r
- glutSolidTeapot(25);\r
+ glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface\r
+ glColor3f(0.0, 0.0, 0.0);\r
+ glutSolidTeapot(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
+ glColor3f(1.0, 1.0, 0.0);\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
glutSolidSphere(1.0, 50, 50);\r
glEnable(GL_LIGHTING);\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
\r
+ // **NOTE: Needs tidy\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
+ glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 60);\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
+\r
+ GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};\r
+ GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};\r
+ GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};\r
+ GLfloat shine = 100.0;\r
+ glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
+ glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
+ glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
+\r
+ GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};\r
+ glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
+\r
glEnable(GL_LIGHT0);\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
+ //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
glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
glClearDepth(1.0f); // Depth Buffer Setup\r
+ glDepthRange(0,1);\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_CULL_FACE);\r
glEnable(GL_TEXTURE_2D);\r
+ glEnable(GL_BLEND);\r
glLineWidth(1.0);\r
\r
+ glMatrixMode(GL_PROJECTION);\r
+ gluPerspective(\r
+ 40.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ 1.0, /* Z near */\r
+ 100.0 /* Z far */\r
+ );\r
+\r
+ glMatrixMode(GL_MODELVIEW);\r
+ gluLookAt(\r
+ 0.0, 35.0, -20.0, /* eye is at (0,8,60) */\r
+ 0.0, 10.0, 0.0, /* center is at (0,8,0) */\r
+ 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ );\r
+\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
glutReshapeFunc(windowReshape);\r