X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=b965c9496f99948a8043e33e6726b924938b85fb;hp=c6b2f7f7084d8810ed6154edcbcbb61ea1246210;hb=87e683d3752833b7efc3e9b8d323b9916edc74b9;hpb=37f5c2b6006a1e3615ff82b15e60a7ab4484007d diff --git a/scene.c b/scene.c index c6b2f7f..b965c94 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); @@ -281,11 +282,18 @@ void motion(int x, int y) { starty = y; glutPostRedisplay(); } - if (lightMoving) { - lightAngle += (x - lightStartX)/40.0; - lightHeight += (lightStartY - y)/20.0; - lightStartX = x; - lightStartY = y; + if (lightMoving0) { + lightAngle0 += (x - lightStartX0)/40.0; + lightHeight0 += (lightStartY0 - y)/20.0; + lightStartX0 = x; + lightStartY0 = y; + glutPostRedisplay(); + } + if (lightMoving1) { + lightAngle1 += (x - lightStartX1)/40.0; + lightHeight1 += (lightStartY1 - y)/20.0; + lightStartX1 = x; + lightStartY1 = y; glutPostRedisplay(); } } @@ -311,25 +319,37 @@ void display() { 75.0, aspect, 0.1, - 200 + 300 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt( - 15.0 + (zoom*zoomFactor), 0.0, 15.0 + (zoom*zoomFactor), /* eye is at (x,y,z) */ + 0.0, 0.0, 15.0 + (zoom*zoomFactor), /* eye is at (x,y,z) */ 0.0, 0.0, 0.0, /* center is at (x,y,z) */ - 0.0, 1.0, 0.0 /* up is in postivie Y direction */ + 0.0, 10.0, 0.0 /* up is in postivie Y direction */ ); - glRotatef(50.0, 1.0, 0.0, 0.0); + glRotatef(40.0, 1.0, 0.0, 0.0); + + /* Reposition the light source 0. */ + lightPosition0[0] = 12*cos(lightAngle0); + lightPosition0[1] = lightHeight0; + lightPosition0[2] = 12*sin(lightAngle0); + lightPosition0[3] = 0.0; - /* Reposition the light source. */ - lightPosition[0] = 12*cos(lightAngle); - lightPosition[1] = lightHeight; - lightPosition[2] = 12*sin(lightAngle); - lightPosition[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(); @@ -338,17 +358,16 @@ void display() { glTranslatef(camx, camy, camz); glRotatef(keyrot, 1.0, 0.0, 0.0); - glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0); + glLightfv(GL_LIGHT1, GL_POSITION, lightPosition1); drawFloor(); - - drawLine(); // 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); - glFrontFace(GL_CW); + glFrontFace(GL_CW); // The teapot does not obey the right-hand rule glutSolidTeapot(1); glFrontFace(GL_CCW); glPopMatrix(); @@ -356,12 +375,23 @@ void display() { // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); - glColor3f(1.0, 1.0, 0.0); - glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); - glutSolidSphere(1.0, 50, 50); + glColor3f(1.0, 1.0, 1.0); + glTranslatef(lightPosition0[0], lightPosition0[1], lightPosition0[2]); + glutSolidSphere(0.5, 50, 50); glEnable(GL_LIGHTING); glPopMatrix(); + // Draw a white ball over the light source + glPushMatrix(); + glDisable(GL_LIGHTING); + glColor3f(1.0, 1.0, 1.0); + glTranslatef(lightPosition1[0], lightPosition1[1], lightPosition1[2]); + glutSolidSphere(0.5, 50, 50); + glEnable(GL_LIGHTING); + glPopMatrix(); + + drawAxisLines(); + glPopMatrix(); glutSwapBuffers(); @@ -377,16 +407,27 @@ void init() { glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); + glLightf(GL_LIGHT0, GL_SPOT_EXPONENT,10); + + 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); + glLightf(GL_LIGHT1, GL_SPOT_EXPONENT,10); 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, emission0); - 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_LIGHTING); } @@ -422,7 +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);