GLfloat angle2 = 30; /* in degrees */\r
\r
/* Near and far parameters */\r
-GLfloat near = -10;\r
-GLfloat far = 50;\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
drawSquare(0, -floorSize, -floorSize, floorSize, floorSize);\r
}\r
\r
+/**\r
+ * Draw x, z axis on floor\r
+ */\r
+void drawLine() {\r
+ // **NOTE: fix function\r
+ glDisable(GL_TEXTURE_2D);\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ glColor4ub( 0.0, 0.0, 0.0, 0.5 );\r
+\r
+ glBegin(GL_LINES);\r
+ glVertex3i( 10.0, 0.1, 10.0);\r
+ glVertex3i( -10.0, 0.1, -10.0);\r
+ glEnd();\r
+\r
+ glDisable(GL_BLEND);\r
+ glEnable(GL_TEXTURE_2D);\r
+}\r
+\r
/**\r
* Display function\r
*/\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
);\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
glRotatef(30.0, 1.0, 0.0, 0.0);\r
\r
drawFloor();\r
\r
+ drawLine();\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
gluPerspective(\r
60.0, /* field of view in degree */\r
1.0, /* aspect ratio */\r
- near, /* Z near */\r
- far /* Z far */\r
+ -10, /* Z near */\r
+ 10 /* Z far */\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