X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=feead2f1fdd32395d33dd635665b621135358c87;hp=f86adf25ad58ca7abe04e6fff3ef3577d68791fc;hb=6f99c6996f2ee53c81344a37eaf7bdcf4e6665cd;hpb=5e5a72bb67e4277ec0e1e2487ccb7ea1abfc72a1 diff --git a/scene.c b/scene.c index f86adf2..feead2f 100644 --- a/scene.c +++ b/scene.c @@ -301,11 +301,11 @@ void display() { // 0.0, 1.0, 0.0 /* up is in postivie Y direction */ // ); - //glTranslatef(camx, camy, camz); + glTranslatef(camx, camy, camz); // **NOTE: Currently this rotation function is all that moves the camera off // the flat surface. Need to integrate function into gluLookAt - //glRotatef(rot, 1.0, 0.0, 0.0); + glRotatef(rot, 1.0, 0.0, 0.0); /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); @@ -327,15 +327,15 @@ void display() { // Draw teapot for a test object glPushMatrix(); - glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface - glColor3f(0.5, 0.5, 0.5); - glutSolidTeapot(25); + glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface + glColor3f(0.0, 0.0, 0.0); + glutSolidTeapot(1); glPopMatrix(); // 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); @@ -407,20 +420,28 @@ int main(int argc, char **argv) { glShadeModel(GL_SMOOTH); // Enables Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup + glDepthRange(0,1); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // the type glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); glLineWidth(1.0); - glMatrixMode(GL_PROJECTION); - gluPerspective( /* field of view in degree */ 40.0, - /* aspect ratio */ 1.0, - /* Z near */ 20.0, /* Z far */ 100.0); + glMatrixMode(GL_PROJECTION); + gluPerspective( + 40.0, /* field of view in degree */ + 1.0, /* aspect ratio */ + 1.0, /* Z near */ + 1000000.0 /* Z far */ + ); + glMatrixMode(GL_MODELVIEW); - gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */ - 0.0, 8.0, 0.0, /* center is at (0,8,0) */ - 0.0, 1.0, 0.); /* up is in postivie Y direction */ + gluLookAt( + 0.0, 35.0, -20.0, /* eye is at (0,8,60) */ + 0.0, 10.0, 0.0, /* center is at (0,8,0) */ + 0.0, 1.0, 0.0 /* up is in postivie Y direction */ + ); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);