X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=fa17c1f0bee7e32b0efdead44b83789fa745fb18;hp=5ae5f23cf75507cfb626517607bfb935b7980a8c;hb=700ecfcbbc4af70d352426d9ef65e02673ffefbb;hpb=4a470149c629f3adba283d53486b4a8f78cd8262 diff --git a/scene.c b/scene.c index 5ae5f23..fa17c1f 100644 --- a/scene.c +++ b/scene.c @@ -129,6 +129,9 @@ static float lightAngle = 0.0, lightHeight = 5; GLfloat angle = -150; /* in degrees */ GLfloat angle2 = 30; /* in degrees */ +GLfloat near = -10; +GLfloat far = 10; + /** * Prints out error message when file cannot be read * @param fileName Name of file that could not be read @@ -484,9 +487,6 @@ void makeMenu() { * @param h New height */ void windowReshape(int w, int h) { - GLdouble near = -10.0; - GLdouble far = 10.0; - glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); @@ -581,9 +581,9 @@ void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) { } else { glBegin(GL_QUADS); glVertex3f(x1, 0.0, y1); - glVertex3f(x1, 0.0, y2); - glVertex3f(x2, 0.0, y2); glVertex3f(x2, 0.0, y1); + glVertex3f(x2, 0.0, y2); + glVertex3f(x1, 0.0, y2); glEnd(); } @@ -640,7 +640,7 @@ void display() { glPushMatrix(); - //glTranslatef(0.0, 0.0, 0.0); + glTranslatef(0.0, 1.0, 0.0); glutWireTeapot(1); // Draw teapot for test glPopMatrix(); @@ -670,15 +670,21 @@ void init() { gluPerspective( 60.0, /* field of view in degree */ 1.0, /* aspect ratio */ - -1000.0, /* Z near */ - 1000.0 /* Z far */ + near, /* Z near */ + far /* Z far */ ); - glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); - glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor); - glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1); - glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05); - glEnable(GL_LIGHT0); + +GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat ambient0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat light0_pos[] ={ 1.0, 2.0, 3,0, 1.0}; + +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); glEnable(GL_LIGHTING); glMatrixMode(GL_MODELVIEW);