GLfloat angle2 = 30; /* in degrees */\r
\r
/* Near and far parameters */\r
-GLfloat near = -10;\r
-GLfloat far = 10;\r
+GLfloat near = -100;\r
+GLfloat far = 100;\r
\r
/* Zoom factor for mouse movements */\r
GLfloat zoomFactor = 1.0;\r
\r
/* Light 0 parameters */\r
GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0};\r
-GLfloat ambient0[] = {1.0, 1.0, 1.0, 1.0};\r
+GLfloat ambient0[] = {0.0, 0.0, 0.0, 1.0};\r
GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};\r
-GLfloat light0_pos[] ={ 1.0, 2.0, 3,0, 1.0};\r
+GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0};\r
+GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0};\r
+GLfloat glightmodel[] = {0.2,0.2,0.2,1};\r
\r
\r
/**\r
*/\r
void windowReshape(int w, int h) {\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
- glMatrixMode(GL_PROJECTION);\r
+ /*glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h) \r
glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
glOrtho(near*(GLfloat)w/(GLfloat)h,\r
far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
glMatrixMode(GL_MODELVIEW); \r
- glLoadIdentity();\r
+ glLoadIdentity();*/\r
}\r
\r
/**\r
* Draw a floor by calling the drawSquare recursion\r
*/\r
void drawFloor() {\r
- drawSquare(0, -floorSize, -floorSize, floorSize, floorSize);\r
+ //drawSquare(0, -floorSize, -floorSize, floorSize, floorSize);\r
+ glBegin(GL_QUADS);\r
+ glVertex3f(-18.0, 0.0, 27.0);\r
+ glVertex3f(27.0, 0.0, 27.0);\r
+ glVertex3f(27.0, 0.0, -18.0);\r
+ glVertex3f(-18.0, 0.0, -18.0);\r
+ glEnd();\r
}\r
\r
/**\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
- 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
\r
// **NOTE: Currently this rotation function is all that moves the camera off\r
// the flat surface. Need to integrate function into gluLookAt\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
+ glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface\r
+ glColor3f(0.5, 0.5, 0.5);\r
+ glutSolidTeapot(1);\r
glPopMatrix();\r
\r
// Draw a white ball over the light source\r
1.0, /* aspect ratio */\r
near, /* Z near */\r
far /* Z far */\r
- ); \r
+ );\r
\r
- glEnable(GL_LIGHT0);\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
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\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
+\r
+ \r
\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r