}\r
\r
\r
-static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */\r
+static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; /* green-tinted */\r
static GLfloat lightPosition[4];\r
static float lightAngle = 0.0, lightHeight = 20;\r
\r
* Display function\r
*/\r
void display() {\r
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
- glLoadIdentity();\r
-\r
- /*glTranslatef( 0.0f, 0.0f, 0.0f);\r
- glBegin(GL_QUADS);\r
- glVertex3f( 0.0f, 1.0f, -1.0f);\r
- glVertex3f( 0.0f, 1.0f, 1.0f);\r
- glVertex3f( 0.0f, -1.0f, 1.0f);\r
- glVertex3f( 0.0f, -1.0f, -1.0f);\r
- glEnd();*/\r
-\r
-\r
- //glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0\r
- //glutSolidTeapot(1);\r
-\r
- /* glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
- gluLookAt(0.7f, 0.4f, 0.9f, -2.0f, -1.0f, -7.0f, 1.0f, 10.0f, 1.0f);\r
-\r
-\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();*/\r
-\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ glLoadIdentity();\r
\r
- /* Reposition the light source. */\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
+ lightPosition[3] = 0.0;\r
\r
- glPushMatrix();\r
-\r
- /* Tell GL new light source position. */\r
+ glPushMatrix();\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
+ glutSolidTeapot(1); // Draw teapot for test\r
+\r
+ glPushMatrix();\r
+ glDisable(GL_LIGHTING);\r
+ glColor3f(1.0, 1.0, 0.0);\r
\r
- /* Draw a yellow ball at the light source. */\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
+ glEnable(GL_LIGHTING);\r
glPopMatrix();\r
\r
- drawFloor();\r
- glutSwapBuffers();\r
+ glPopMatrix();\r
+\r
+ glutSwapBuffers();\r
}\r
\r
\r
\r
glutInit(&argc, argv);\r
\r
- //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
\r
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL | GLUT_MULTISAMPLE);\r
\r
glutInitWindowSize(500, 500);\r
glutCreateWindow("Scene Editor");\r
\r
- //glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
- //glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
- //glClearDepth(1.0f); // Depth Buffer Setup\r
- //glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
- //glDepthFunc(GL_LEQUAL); // the type\r
+ glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
+ glClearDepth(1.0f); // Depth Buffer Setup\r
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
+ glDepthFunc(GL_LEQUAL); // the type\r
\r
// glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
\r