*/\r
void windowReshape(int w, int h) {\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
- /*glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
- if (w <= h) \r
- glFrustum(near, far, near*(GLfloat)h/(GLfloat)w,\r
- far*(GLfloat)h/(GLfloat)w, -100, 100);\r
- else\r
- glFrustum(near*(GLfloat)w/(GLfloat)h,\r
- far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
- glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();*/\r
+ width = w;\r
+ height = h;\r
}\r
\r
/**\r
*/\r
void display() {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ \r
+ // Redraw projection matrix\r
+ glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
- //gluLookAt(\r
- // 0.0, 0.0, 30.0, /* eye is at (x,y,z) */\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
\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
+ float aspect;\r
+ if ( width <= height ) {\r
+ aspect = (float)height / (float)width;\r
+ } else {\r
+ aspect = (float)width / (float)height;\r
+ }\r
+\r
+ gluPerspective(\r
+ 75.0,\r
+ aspect,\r
+ 0.1,\r
+ 200\r
+ );\r
+\r
+ glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
+\r
+ gluLookAt(\r
+ 0.0, 0.0, 5.0, /* eye is at (x,y,z) */\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
+\r
+ glRotatef(75.0, 1.0, 0.0, 0.0);\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
\r
glPushMatrix();\r
\r
- /* Perform scene rotations based on user mouse input. */\r
+ /* Perform scene rotations based on user mouse/keyboard input. */\r
glRotatef(angle, 0.0, 1.0, 0.0);\r
- glRotatef(angle2, 1.0, 0.0, 0.0); //**NOTE: Only one degree of freedom\r
+ glRotatef(angle2, 1.0, 0.0, 0.0);\r
+ glTranslatef(camx, camy, camz);\r
+ glRotatef(rot, 1.0, 0.0, 0.0);\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\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(100);\r
+ glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot currently 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
* init function; sets initial OpenGL state\r
*/\r
void init() {\r
- //glMatrixMode(GL_PROJECTION);\r
- //glLoadIdentity();\r
-\r
- //gluPerspective(\r
- // 60.0, /* field of view in degree */\r
- // 1.0, /* aspect ratio */\r
- // nearClip, /* Z near */\r
- // farClip /* Z far */\r
- // );\r
- \r
- glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\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
+ glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
+\r
+ glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0);\r
+\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
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shine);\r
\r
+ glEnable(GL_LIGHT0);\r
+ glEnable(GL_LIGHTING);\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_NORMALIZE);\r
glLineWidth(1.0);\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
init();\r
\r
glutMainLoop();\r
-}\r
+}
\ No newline at end of file