X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=264d598e41aecf024b409528e0b207a00ad10aad;hp=0db9a41f9ebe9dd2a0fce0d21624fe939a8a53b0;hb=139101a6a30d0fdefafe6c2b5f23a80d3ae9f114;hpb=2585645af753006c88b1b90e636cd41bc4ffae25 diff --git a/scene.c b/scene.c index 0db9a41..264d598 100644 --- a/scene.c +++ b/scene.c @@ -327,15 +327,15 @@ void display() { // Draw teapot for a test object glPushMatrix(); - glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface - glColor3f(0.5, 0.5, 0.5); + glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface + glColor3f(0.0, 0.0, 0.0); glutSolidTeapot(1); glPopMatrix(); // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); - glColor3f(1.0, 1.0, 1.0); + glColor3f(1.0, 1.0, 0.0); glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); glutSolidSphere(1.0, 50, 50); glEnable(GL_LIGHTING); @@ -363,17 +363,34 @@ void init() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); + // **NOTE: Needs tidy glLightfv(GL_LIGHT0, GL_POSITION, light0_pos); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); glLightfv(GL_LIGHT0, GL_SPECULAR, specular0); + GLfloat direction0[] = {0.0, 0.0, 0.0}; + glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); + glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); + + 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}; + GLfloat shine = 100.0; + glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); + glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); + glMaterialfv(GL_FRONT, GL_SPECULAR, specular); + glMaterialf(GL_FRONT, GL_SHININESS, shine); + + GLfloat emission[] = {0.0, 0.3, 0.3, 1.0}; + glMaterialfv(GL_FRONT, GL_EMISSION, emission); + glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); - glEnable(GL_COLOR_MATERIAL); - glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); - glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0); - glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0); + //glEnable(GL_COLOR_MATERIAL); + //glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); + //glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0); + //glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0); @@ -407,25 +424,27 @@ int main(int argc, char **argv) { glShadeModel(GL_SMOOTH); // Enables Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup + glDepthRange(0,1); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // the type glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); glLineWidth(1.0); glMatrixMode(GL_PROJECTION); gluPerspective( 40.0, /* field of view in degree */ 1.0, /* aspect ratio */ - 10.0, /* Z near */ + 1.0, /* Z near */ 100.0 /* Z far */ ); glMatrixMode(GL_MODELVIEW); gluLookAt( - 0.0, 35.0, -20.0, /* eye is at (0,8,60) */ - 0.0, 0.0, 0.0, /* center is at (0,8,0) */ - 0.0, 1.0, 0.0 /* up is in postivie Y direction */ + 0.0, 35.0, -20.0, /* eye is at (0,8,60) */ + 0.0, 10.0, 0.0, /* center is at (0,8,0) */ + 0.0, 1.0, 0.0 /* up is in postivie Y direction */ ); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);