X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=71523bc096a76eb5b361bbcad5d032c7708a41ef;hp=c9149ff304282870ca53f6e7c9c5546fa7154dcd;hb=c042b436d22f2eb9fa232ff667f1e48ededef033;hpb=7278cd974919d7eadb6a0cb1551eb67c5204a8c3 diff --git a/scene.c b/scene.c index c9149ff..71523bc 100644 --- a/scene.c +++ b/scene.c @@ -123,8 +123,8 @@ GLfloat angle = -150; /* in degrees */ GLfloat angle2 = 30; /* in degrees */ /* Near and far parameters */ -GLfloat near = -10; -GLfloat far = 10; +GLfloat near = -100; +GLfloat far = 100; /* Zoom factor for mouse movements */ GLfloat zoomFactor = 1.0; @@ -137,9 +137,11 @@ int floorSize = 100; /* Light 0 parameters */ GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0}; -GLfloat ambient0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat ambient0[] = {0.0, 0.0, 0.0, 1.0}; GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0}; -GLfloat light0_pos[] ={ 1.0, 2.0, 3,0, 1.0}; +GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0}; +GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0}; +GLfloat glightmodel[] = {0.2,0.2,0.2,1}; /** @@ -611,14 +613,15 @@ void drawFloor() { * Draw x, z axis on floor */ void drawLine() { + // **NOTE: fix function glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4ub( 0.0, 0.0, 0.0, 0.5 ); glBegin(GL_LINES); - glVertex3i( 10.0, 0.1, 0.0); - glVertex3i( -10.0, 0.1, 0.0); + glVertex3i( 10.0, 0.1, 10.0); + glVertex3i( -10.0, 0.1, -10.0); glEnd(); glDisable(GL_BLEND); @@ -637,6 +640,7 @@ void display() { 0.0, 1.0, 0.0 /* up is in postivie Y direction */ ); + // **NOTE: Currently this rotation function is all that moves the camera off // the flat surface. Need to integrate function into gluLookAt glRotatef(30.0, 1.0, 0.0, 0.0); @@ -661,8 +665,9 @@ void display() { // Draw teapot for a test object glPushMatrix(); - glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface - glutWireTeapot(1); + glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface + glColor3f(0.5, 0.5, 0.5); + glutSolidTeapot(1); glPopMatrix(); // Draw a white ball over the light source @@ -686,19 +691,27 @@ void init() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); - gluPerspective( - 60.0, /* field of view in degree */ - 1.0, /* aspect ratio */ - near, /* Z near */ - far /* Z far */ - ); + //gluPerspective( + // 60.0, /* field of view in degree */ + // 1.0, /* aspect ratio */ + // near, /* Z near */ + // far /* Z far */ + // ); - glEnable(GL_LIGHT0); + 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); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); + 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); + + glMatrixMode(GL_MODELVIEW); glLoadIdentity();