X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=264d598e41aecf024b409528e0b207a00ad10aad;hp=feead2f1fdd32395d33dd635665b621135358c87;hb=cf95a93549b83c6bddf0268f4ccb91c8854c8f2d;hpb=6f99c6996f2ee53c81344a37eaf7bdcf4e6665cd diff --git a/scene.c b/scene.c index feead2f..264d598 100644 --- a/scene.c +++ b/scene.c @@ -363,23 +363,27 @@ 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 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); + GLfloat emission[] = {0.0, 0.3, 0.3, 1.0}; + glMaterialfv(GL_FRONT, GL_EMISSION, emission); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); @@ -432,15 +436,15 @@ int main(int argc, char **argv) { gluPerspective( 40.0, /* field of view in degree */ 1.0, /* aspect ratio */ - 1.0, /* Z near */ - 1000000.0 /* Z far */ + 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, 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 */ + 0.0, 1.0, 0.0 /* up is in postivie Y direction */ ); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);