X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=7e6d209735a0ec5a44dad78073c451cec784ff90;hp=7e5e2ad02cd9cc05e0c4e5755a8051fa78148bee;hb=354428cd17e38c21c4f9f9371f4db0bfe296e866;hpb=1ae43d825903e4955b8ec9a59167fdddce8f2e9a diff --git a/scene.c b/scene.c index 7e5e2ad..7e6d209 100644 --- a/scene.c +++ b/scene.c @@ -129,7 +129,8 @@ void processTextureEvents(int id) { * @param id ID of ground texture selected */ void processGTextureEvents(int id) { - + currentGroundTexture = id; + glutPostRedisplay(); } /** @@ -169,7 +170,7 @@ void makeMenu() { //glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE); //glutAddSubMenu("Material", materialMenu); //glutAddSubMenu("Texture", textureMenu); - //glutAddSubMenu("Ground texture", gTextureMenu); + glutAddSubMenu("Ground texture", gTextureMenu); //glutAddSubMenu("Lights", lightMenu); glutAddMenuEntry("Exit", M_EXIT); @@ -338,12 +339,18 @@ 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. */ @@ -400,6 +407,7 @@ void init() { glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); + glLightf(GL_LIGHT0, GL_SPOT_EXPONENT,90); glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1); @@ -407,17 +415,19 @@ void init() { glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1); glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 90.0); + glLightf(GL_LIGHT1, GL_SPOT_EXPONENT,90); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); + glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); - 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); + //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); - //glEnable(GL_LIGHT0); - //glEnable(GL_LIGHT1); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); } @@ -453,7 +463,7 @@ int main(int argc, char **argv) { glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // the type glEnable(GL_TEXTURE_2D); - glEnable(GL_CULL_FACE); + //glEnable(GL_CULL_FACE); glEnable(GL_NORMALIZE); glLineWidth(2.0);