}\r
\r
\r
+static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */\r
+static GLfloat lightPosition[4];\r
+static float lightAngle = 0.0, lightHeight = 20;\r
+\r
+\r
/**\r
* Display function\r
*/\r
\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();*/\r
+\r
+\r
+ /* Reposition the light source. */\r
+ lightPosition[0] = 12*cos(lightAngle);\r
+ lightPosition[1] = lightHeight;\r
+ lightPosition[2] = 12*sin(lightAngle);\r
+ //if (directionalLight) {\r
+ lightPosition[3] = 0.0;\r
+ //} else {\r
+ // lightPosition[3] = 1.0;\r
+ //}\r
+\r
+ glPushMatrix();\r
+\r
+ /* Tell GL new light source position. */\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+\r
+ /* Draw "bottom" of floor in blue. */\r
+ glFrontFace(GL_CW); /* Switch face orientation. */\r
+ glColor4f(0.1, 0.1, 0.7, 1.0);\r
+ drawFloor();\r
+ glFrontFace(GL_CCW);\r
+\r
+ /* Draw "top" of floor. Use blending to blend in reflection. */\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ glColor4f(0.7, 0.0, 0.0, 0.3);\r
+ glColor4f(1.0, 1.0, 1.0, 0.3);\r
+ drawFloor();\r
+ glDisable(GL_BLEND);\r
+\r
+ glPushMatrix();\r
+ glDisable(GL_LIGHTING);\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
drawFloor();\r
glutSwapBuffers();\r
}\r
glMatrixMode(GL_MODELVIEW);\r
}\r
\r
+\r
/**\r
* Main function\r
* @param argc Number of arguments\r
0.0, 8.0, 0.0, /* center is at (0,8,0) */\r
0.0, 1.0, 0.); /* up is in postivie Y direction */\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
glutMainLoop();\r
}\r