X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=71523bc096a76eb5b361bbcad5d032c7708a41ef;hp=fff3726991576b1552ae947471a5776be9b25b84;hb=c042b436d22f2eb9fa232ff667f1e48ededef033;hpb=545900bc8b607326aed358ac455b632f8fd6fdbe diff --git a/scene.c b/scene.c index fff3726..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; @@ -140,7 +140,8 @@ GLfloat diffuse0[] = {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 emission0[] = {0.0, 0.0, 0.0, 0.0}; -GLfloat light0_pos[] ={ 1.0, 1.0, 0,0, 1.0}; +GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0}; +GLfloat glightmodel[] = {0.2,0.2,0.2,1}; /** @@ -664,8 +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 @@ -689,24 +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); - glEnable(GL_COLOR_MATERIAL); - glEnable(GL_LIGHTING); + glMatrixMode(GL_MODELVIEW); glLoadIdentity();