X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=feead2f1fdd32395d33dd635665b621135358c87;hp=c30c497142678090b05157d53de1246775e1a263;hb=6f99c6996f2ee53c81344a37eaf7bdcf4e6665cd;hpb=dceb293de90f7794cfc9ced75740fd34a9cf2b86 diff --git a/scene.c b/scene.c index c30c497..feead2f 100644 --- a/scene.c +++ b/scene.c @@ -335,7 +335,7 @@ void display() { // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); - glColor3f(1.0, 1.0, 1.0); + glColor3f(1.0, 1.0, 0.0); glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); glutSolidSphere(1.0, 50, 50); glEnable(GL_LIGHTING); @@ -368,12 +368,25 @@ void init() { glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); glLightfv(GL_LIGHT0, GL_SPECULAR, specular0); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); + +GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0}; +GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0}; +GLfloat specular[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat shine = 100.0; +glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); +glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); +glMaterialfv(GL_FRONT, GL_SPECULAR, specular); +glMaterialf(GL_FRONT, GL_SHININESS, shine); + +GLfloat emission[] = {0.0, 0.3, 0.3, 1.0}; +glMaterialfv(GL_FRONT, GL_EMISSION, emission); + 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); + //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); @@ -412,14 +425,15 @@ int main(int argc, char **argv) { glDepthFunc(GL_LEQUAL); // the type glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); glLineWidth(1.0); glMatrixMode(GL_PROJECTION); gluPerspective( 40.0, /* field of view in degree */ 1.0, /* aspect ratio */ - -10, /* Z near */ - 1000.0 /* Z far */ + 1.0, /* Z near */ + 1000000.0 /* Z far */ ); glMatrixMode(GL_MODELVIEW);