\r
/* Time varying or user-controled variables. */\r
static float jump = 0.0;\r
-static float lightAngle = 0.0, lightHeight = 20;\r
+static float lightAngle = 0.0, lightHeight = 5;\r
GLfloat angle = -150; /* in degrees */\r
GLfloat angle2 = 30; /* in degrees */\r
\r
* @param h New height\r
*/\r
void windowReshape(int w, int h) {\r
- GLdouble near = -1000.0;\r
- GLdouble far = 1000.0;\r
+ GLdouble near = -10.0;\r
+ GLdouble far = 10.0;\r
\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
*/\r
/*void mouse(int btn, int state, int x, int y) {\r
\r
-}*//*\r
+}*/\r
static void\r
mouse(int button, int state, int x, int y)\r
{\r
lightStartY = y;\r
glutPostRedisplay();\r
}\r
-}*/\r
+}\r
\r
void idle() {\r
angle = (int)(angle + 10) % 360;\r
*/\r
void drawFloor() {\r
\r
-drawSquare(0, -1000.0, -1000.0, 1000.0, 1000.0);\r
+drawSquare(0, -100.0, -100.0, 100.0, 100.0);\r
\r
/*if (useTexture) {\r
glDisable(GL_TEXTURE_2D);\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
gluLookAt(\r
- 0.0, 0.0, 30.0, /* eye is at (x,y,z) */\r
+ 0.0, 0.0, 10.0, /* 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(30.0, 1.0, 0.0, 0.0);\r
+\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
lightPosition[1] = lightHeight;\r
\r
glPushMatrix();\r
/* Perform scene rotations based on user mouse input. */\r
- glRotatef(angle2, 1.0, 0.0, 0.0);\r
- //glRotatef(angle, 0.0, 1.0, 0.0);\r
+ \r
+ glRotatef(angle, 0.0, 1.0, 0.0);\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
glPushMatrix();\r
\r
//glTranslatef(0.0, 0.0, 0.0);\r
- glutWireTeapot(30); // Draw teapot for test\r
+ glutWireTeapot(1); // Draw teapot for test\r
glPopMatrix();\r
\r
glPushMatrix();\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
+ glutSolidSphere(1.0, 50, 50);\r
\r
glEnable(GL_LIGHTING);\r
glPopMatrix();\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_CULL_FACE);\r
glEnable(GL_TEXTURE_2D);\r
glLineWidth(1.0);\r
\r
\r
glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
- //glutMouseFunc(mouse);\r
- //glutMotionFunc(motion);\r
- glutIdleFunc(idle);\r
+ glutMouseFunc(mouse);\r
+ glutMotionFunc(motion);\r
+ //glutIdleFunc(idle);\r
\r
makeMenu();\r
\r