\r
char dataDir[200]; // Stores the directory name for the meshes and textures.\r
\r
+static GLfloat floorVertices[4][3] = {\r
+ { -1000.0, 0.0, 1000.0 },\r
+ { 1000.0, 0.0, 1000.0 },\r
+ { 1000.0, 0.0, -1000.0 },\r
+ { -1000.0, 0.0, -1000.0 },\r
+};\r
+\r
+static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light\r
+static GLfloat lightPosition[4];\r
+static float lightAngle = 10.0, lightHeight = 20;\r
+\r
/**\r
* Prints out error message when file cannot be read\r
* @param fileName Name of file that could not be read\r
\r
}\r
\r
-static GLfloat floorVertices[4][3] = {\r
- { -20.0, 0.0, 20.0 },\r
- { 20.0, 0.0, 20.0 },\r
- { 20.0, 0.0, -20.0 },\r
- { -20.0, 0.0, -20.0 },\r
-};\r
-\r
-/* Draw a floor (possibly textured). */\r
-static void\r
-drawFloor(void)\r
-{\r
+/**\r
+ * Draw a floor.\r
+ */\r
+void drawFloor() {\r
glDisable(GL_LIGHTING);\r
\r
//if (useTexture) {\r
glEnable(GL_LIGHTING);\r
}\r
\r
-\r
-static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; /* green-tinted */\r
-static GLfloat lightPosition[4];\r
-static float lightAngle = 10.0, lightHeight = 20;\r
-\r
-\r
/**\r
* Display function\r
*/\r
void display() {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
+ gluLookAt(\r
+ 40.0, 0.0, 60.0, /* eye is at (0,8,60) */\r
+ 0.0, 0.0, 0.0, /* center is at (0,0,0) */\r
+ 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ );\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
drawFloor();\r
glDisable(GL_BLEND);\r
\r
- glutSolidTeapot(1); // Draw teapot for test\r
+ glPushMatrix();\r
+ glLoadIdentity();\r
+ glColor3f(1.0, 0.0, 1.0);\r
+ glTranslatef(0.0, 0.0, -1.0);\r
+\r
+ glutSolidTeapot(1); // Draw teapot for test\r
+ glPopMatrix();\r
\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
+ glLoadIdentity();\r
glColor3f(1.0, 1.0, 1.0);\r
\r
/* Draw a yellow ball at the light source. */\r
* init function; sets initial OpenGL state\r
*/\r
void init() {\r
- glEnable(GL_CULL_FACE);\r
- glEnable(GL_DEPTH_TEST);\r
- glEnable(GL_TEXTURE_2D);\r
- glLineWidth(3.0);\r
-\r
glMatrixMode(GL_PROJECTION);\r
+\r
gluPerspective(\r
60.0, /* field of view in degree */\r
1.0, /* aspect ratio */ \r
0.0, /* Z near */\r
900.0 /* Z far */\r
- );\r
- \r
- glMatrixMode(GL_MODELVIEW);\r
- gluLookAt(\r
- 0.0, 8.0, 60.0, /* eye is at (0,8,60) */\r
- 9814981.0, 8.0, 999.0, /* center is at (0,8,0) */\r
- 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
- ); \r
+ ); \r
\r
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);\r
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHTING);\r
+\r
+ glMatrixMode(GL_MODELVIEW);\r
}\r
\r
/**\r
glClearDepth(1.0f); // Depth Buffer Setup\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
+ glLineWidth(3.0);\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r