\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
+ glDisable(GL_LIGHTING);\r
+\r
+ //if (useTexture) {\r
+ // glEnable(GL_TEXTURE_2D);\r
+ //}\r
+\r
+ glBegin(GL_QUADS);\r
+ glTexCoord2f(0.0, 0.0);\r
+ glVertex3fv(floorVertices[0]);\r
+ glTexCoord2f(0.0, 16.0);\r
+ glVertex3fv(floorVertices[1]);\r
+ glTexCoord2f(16.0, 16.0);\r
+ glVertex3fv(floorVertices[2]);\r
+ glTexCoord2f(16.0, 0.0);\r
+ glVertex3fv(floorVertices[3]);\r
+ glEnd();\r
+\r
+ /*if (useTexture) {\r
+ glDisable(GL_TEXTURE_2D);\r
+ }*/\r
+\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
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ glLoadIdentity();\r
+\r
+ /* Reposition the light source. */\r
+ lightPosition[0] = 12*cos(lightAngle);\r
+ lightPosition[1] = lightHeight;\r
+ lightPosition[2] = 12*sin(lightAngle);\r
+ lightPosition[3] = 0.0;\r
+\r
+ glPushMatrix();\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
- glTranslatef(0.0f,0.0f,-5.0f); // Move into the Screen 10.0\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ drawFloor();\r
+ glDisable(GL_BLEND);\r
\r
- glutSolidTeapot(1);\r
+ glutSolidTeapot(1); // Draw teapot for test\r
\r
- glutSwapBuffers();\r
+ glPushMatrix();\r
+ glDisable(GL_LIGHTING);\r
+ glColor3f(1.0, 1.0, 1.0);\r
+\r
+ /* Draw a yellow ball at the light source. */\r
+ glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
+ glutSolidSphere(1.0, 5, 5);\r
+\r
+ glEnable(GL_LIGHTING);\r
+ glPopMatrix();\r
+\r
+ glPopMatrix();\r
+\r
+ glutSwapBuffers();\r
+}\r
+\r
+/**\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
+ 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
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);\r
+ glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);\r
+ glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r
+ glEnable(GL_LIGHT0);\r
+ glEnable(GL_LIGHTING);\r
}\r
\r
/**\r
* @return Program exit code\r
*/\r
int main(int argc, char **argv) {\r
+ if(argc>1)\r
+ strcpy(dataDir, argv[1]);\r
+ else if(opendir(dirDefault1))\r
+ strcpy(dataDir, dirDefault1);\r
+ else if(opendir(dirDefault2))\r
+ strcpy(dataDir, dirDefault2);\r
+ else fileErr(dirDefault1);\r
\r
- if(argc>1)\r
- strcpy(dataDir, argv[1]);\r
- else if(opendir(dirDefault1))\r
- strcpy(dataDir, dirDefault1);\r
- else if(opendir(dirDefault2))\r
- strcpy(dataDir, dirDefault2);\r
- else fileErr(dirDefault1);\r
+ for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
+ for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
\r
- for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
- for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
+ glutInit(&argc, argv);\r
\r
- glutInit(&argc, argv);\r
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
\r
- glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
- glutInitWindowSize(500, 500);\r
- glutCreateWindow("Scene Editor");\r
+ glutInitWindowSize(500, 500);\r
+ glutCreateWindow("Scene Editor");\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
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
- glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do\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
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
+ glDepthFunc(GL_LEQUAL); // the type\r
\r
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
- glutReshapeFunc(windowReshape);\r
- glutDisplayFunc(display);\r
- glutMouseFunc(mouse);\r
+ glutReshapeFunc(windowReshape);\r
+ glutDisplayFunc(display);\r
+ glutMouseFunc(mouse);\r
\r
- makeMenu();\r
+ makeMenu();\r
\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
- gluPerspective( 60, 1, 0.1, 1000.0);\r
- glMatrixMode(GL_MODELVIEW);\r
+ init();\r
\r
- glutMainLoop();\r
+ glutMainLoop();\r
}\r