GLfloat diffuse0[]={1.0, 0.0, 0.0, 1.0};
GLfloat ambient0[]={1.0, 0.0, 0.0, 1.0};
GLfloat specular0[]={1.0, 0.0, 0.0, 1.0};
-GLfloat emission0[] = {1.0, 1.0, 1.0, 0.5};
+GLfloat emission0[] = {0.0, 0.3, 0.3, 1.0};
+
+GLfloat direction0[] = {0.0, 0.0, 0.0};
GLfloat light0_pos[] ={1.0, 1.0, 0,0, 0.5};
-GLfloat glightmodel[] = {0.2,0.2,0.2,1};
\ No newline at end of file
+
+GLfloat shine = 100.0;
+
+GLfloat glightmodel[] = {0.2,0.2,0.2,1};
+
+/* Material types */
+GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
+GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};
+GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
\ No newline at end of file
} else {
// Draw square.
- // **NOTE: Is the polygon facing in the right direction?
- // **NOTE: We're drawing large strips, which might be a lighting problem
-
+ // **NOTE: We're drawing large strips, instead of squares, which might cause a lighting problem
glBegin(GL_QUADS);
glNormal3f(0,1,0);
glVertex3f(x1, 0.0, z1);
* Draw x, z axis on floor
*/
void drawLine() {
- // **NOTE: fix function
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_LIGHTING);
- //glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor3f( 0.0, 0.0, 0.0 );
-
- glBegin(GL_LINES);
+ // **NOTE: Function does not currently draw arrow-heads
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_LIGHTING);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glColor3f( 0.0, 0.0, 0.0 );
+
+ glBegin(GL_LINES);
glVertex3i( lineLength, 0.0, 0.0 );
glVertex3i( -lineLength, 0.0, 0.0 );
- glEnd();
+ glEnd();
- glBegin(GL_LINES);
+ glBegin(GL_LINES);
glVertex3i( 0.0, 0.0, lineLength );
glVertex3i( 0.0, 0.0, -lineLength );
- glEnd();
+ glEnd();
- //glDisable(GL_BLEND);
- glEnable(GL_LIGHTING);
- glEnable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_2D);
}
\ No newline at end of file
*/\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
+ // **NOTE: windowReshape needs to be re-written using glFrustrum and perspective projection calculations\r
}\r
\r
/**\r
void display() {\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, 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
\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, 0.5, 0.0); // **NOTE: Teapot does not rest on surface\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
* 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
- // **NOTE: Needs tidy\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
- GLfloat direction0[] = {0.0, 0.0, 0.0};\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
\r
- GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};\r
- GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};\r
- GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};\r
- GLfloat shine = 100.0;\r
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
+ glMaterialfv(GL_FRONT, GL_EMISSION, emission0);\r
glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
\r
- GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};\r
- glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
-\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
}\r
\r
/**\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_CULL_FACE);\r
glEnable(GL_TEXTURE_2D);\r
- glEnable(GL_BLEND);\r
glLineWidth(1.0);\r
\r
+ // **NOTE: Currently the perspective and look-at code is static, for testing purposes\r
glMatrixMode(GL_PROJECTION);\r
gluPerspective(\r
40.0, /* field of view in degree */\r
1.0, /* aspect ratio */\r
- 1.0, /* Z near */\r
+ 1.0, /* Z near */ // **NOTE: Seems to be issue with near < 0 causing invisible everything\r
100.0 /* Z far */\r
);\r
\r
glMatrixMode(GL_MODELVIEW);\r
gluLookAt(\r
- 0.0, 35.0, -20.0, /* eye is at (0,8,60) */\r
- 0.0, 10.0, 0.0, /* center is at (0,8,0) */\r
+ 0.0, 35.0, -20.0, /* eye is at (x,y,z) */\r
+ 0.0, 10.0, 0.0, /* center is at (x,y,z) */\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
);\r
\r
init();\r
\r
glutMainLoop();\r
-}\r
+}
\ No newline at end of file