X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=scene.c;h=638683e95c05a4d7fb817c282d537057b32aefac;hb=a94c1e2ec02ba03c8f7c4dee751f2eded3203b8f;hp=79c506e416821bcdccd30f3d0ad5cde31c8e235a;hpb=79f4b6e1d83d5ec50cfac2f71487bd9d07d8fc8e;p=atyndall%2Fcits2231.git diff --git a/scene.c b/scene.c index 79c506e..638683e 100644 --- a/scene.c +++ b/scene.c @@ -527,6 +527,11 @@ drawFloor(void) } +static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */ +static GLfloat lightPosition[4]; +static float lightAngle = 0.0, lightHeight = 20; + + /** * Display function */ @@ -543,8 +548,8 @@ void display() { glEnd();*/ - glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0 - glutSolidTeapot(1); + //glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0 + //glutSolidTeapot(1); /* glMatrixMode(GL_MODELVIEW); glLoadIdentity(); @@ -553,19 +558,51 @@ void display() { glMatrixMode(GL_PROJECTION); glLoadIdentity();*/ + + + /* Reposition the light source. */ + lightPosition[0] = 12*cos(lightAngle); + lightPosition[1] = lightHeight; + lightPosition[2] = 12*sin(lightAngle); + //if (directionalLight) { + lightPosition[3] = 0.0; + //} else { + // lightPosition[3] = 1.0; + //} + + glPushMatrix(); + + /* Tell GL new light source position. */ + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + + /* Draw "bottom" of floor in blue. */ + glFrontFace(GL_CW); /* Switch face orientation. */ + glColor4f(0.1, 0.1, 0.7, 1.0); + drawFloor(); + glFrontFace(GL_CCW); + + /* Draw "top" of floor. Use blending to blend in reflection. */ + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glColor4f(0.7, 0.0, 0.0, 0.3); + glColor4f(1.0, 1.0, 1.0, 0.3); + drawFloor(); + glDisable(GL_BLEND); + + glPushMatrix(); + glDisable(GL_LIGHTING); + + /* Draw a yellow ball at the light source. */ + glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); + glutSolidSphere(1.0, 5, 5); + + glEnable(GL_LIGHTING); + glPopMatrix(); + drawFloor(); glutSwapBuffers(); } -/** - * init function, sets OpenGL's starting state - */ -void init() { - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - gluPerspective( 60, 1, 0.1, 1000.0); - glMatrixMode(GL_MODELVIEW); -} /** * Main function @@ -588,17 +625,20 @@ int main(int argc, char **argv) { glutInit(&argc, argv); - glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); + //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); + + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL | GLUT_MULTISAMPLE); + glutInitWindowSize(500, 500); glutCreateWindow("Scene Editor"); - glShadeModel(GL_SMOOTH); // Enables Smooth Shading - glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background - glClearDepth(1.0f); // Depth Buffer Setup - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glDepthFunc(GL_LEQUAL); // the type + //glShadeModel(GL_SMOOTH); // Enables Smooth Shading + //glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background + //glClearDepth(1.0f); // Depth Buffer Setup + //glEnable(GL_DEPTH_TEST); // Enables Depth Testing + //glDepthFunc(GL_LEQUAL); // the type - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations + // glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glutReshapeFunc(windowReshape); glutDisplayFunc(display); @@ -606,9 +646,15 @@ int main(int argc, char **argv) { makeMenu(); - init(); + //init(); + - glMatrixMode(GL_PROJECTION); + glEnable(GL_CULL_FACE); + glEnable(GL_DEPTH_TEST); + glEnable(GL_TEXTURE_2D); + glLineWidth(3.0); + +glMatrixMode(GL_PROJECTION); gluPerspective( /* field of view in degree */ 40.0, /* aspect ratio */ 1.0, /* Z near */ 20.0, /* Z far */ 100.0); @@ -617,5 +663,12 @@ int main(int argc, char **argv) { 0.0, 8.0, 0.0, /* center is at (0,8,0) */ 0.0, 1.0, 0.); /* up is in postivie Y direction */ + glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); + glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor); + glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1); + glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHTING); + glutMainLoop(); }