X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=6ae85a7e48db1a0032b85a50e062b4302f572db5;hp=2bf72a3c2682013c0238c32df5a3f37227df68cc;hb=9515ba70d6904846bdc10e16c3f4e1f63ae83016;hpb=893757ee1bb56fd26df3f84fb66403d17f27a801 diff --git a/scene.c b/scene.c index 2bf72a3..6ae85a7 100644 --- a/scene.c +++ b/scene.c @@ -113,7 +113,8 @@ void processLightEvents(int id) { * @param id ID of object selected */ void processObjectEvents(int id) { - + // **NOTE: For the testing phase, only have the teapot + addSceneObject(id); } /** @@ -339,12 +340,18 @@ void display() { lightPosition0[2] = 12*sin(lightAngle0); lightPosition0[3] = 0.0; + direction0[0] = lightPosition0[0]; + direction0[2] = lightPosition0[2]; + /* Reposition the light source 1. */ lightPosition1[0] = 12*cos(lightAngle1); lightPosition1[1] = lightHeight1; lightPosition1[2] = 12*sin(lightAngle1); lightPosition1[3] = 0.0; + direction1[0] = lightPosition1[0]; + direction1[2] = lightPosition1[2]; + glPushMatrix(); /* Perform scene rotations based on user mouse/keyboard input. */ @@ -360,7 +367,7 @@ void display() { // Draw teapot for a test object glPushMatrix(); glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot currently does not rest on surface - glColor3f(0.0, 0.0, 0.0); + glColor3f(0.0, 0.0, 1.0); glFrontFace(GL_CW); // The teapot does not obey the right-hand rule glutSolidTeapot(1); glFrontFace(GL_CCW); @@ -400,25 +407,16 @@ void init() { glLightfv(GL_LIGHT0, GL_SPECULAR, specular0); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); - glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); - glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1); glLightfv(GL_LIGHT1, GL_SPECULAR, specular1); glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1); - glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 90.0); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); - - glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); - glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); - glMaterialfv(GL_FRONT, GL_SPECULAR, specular); - glMaterialfv(GL_FRONT, GL_EMISSION, emission); - glMaterialf(GL_FRONT, GL_SHININESS, shine); + glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glEnable(GL_LIGHT0); - //glEnable(GL_LIGHT1); + glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); } @@ -453,8 +451,6 @@ int main(int argc, char **argv) { glDepthRange(0,1); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // the type - glEnable(GL_TEXTURE_2D); - //glEnable(GL_CULL_FACE); glEnable(GL_NORMALIZE); glLineWidth(2.0);