static void drawbase(void)
{
+ static const GLfloat amb[4] = { 1, .5, 0.2, 1 };
+ static const GLfloat diff[4] = { 1, .4, 0.2, 1 };
int i,j;
float x,y,dx,dy;
glBindTexture(GL_TEXTURE_2D,t1id);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
dx=BASESIZE/BASERES;
dy=-BASESIZE/BASERES;
for(y=BASESIZE/2.0,j=0;j<BASERES;y+=dy,j++) {
static void drawteapot(void)
{
+ static const GLfloat amb[4] = { 0.2, 0.2, 0.2, 1 };
+ static const GLfloat diff[4] = { 0.8, 0.3, 0.5, 1 };
static float xrot=0.0;
static float zrot=0.0;
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
+
glPushMatrix();
glRotatef(lightalpha,0.0,0.0,1.0);
glMultMatrixf((GLfloat *)baseshadow);
glGenTextures(1,&t2id);
glBindTexture(GL_TEXTURE_2D,t2id);
+ glPixelTransferf(GL_RED_SCALE, 0.75);
+ glPixelTransferf(GL_RED_BIAS, 0.25);
+ glPixelTransferf(GL_GREEN_SCALE, 0.75);
+ glPixelTransferf(GL_GREEN_BIAS, 0.25);
+ glPixelTransferf(GL_BLUE_SCALE, 0.75);
+ glPixelTransferf(GL_BLUE_BIAS, 0.25);
+
if (!LoadRGBMipmaps("../images/bw.rgb", GL_RGB)) {
fprintf(stderr,"Error reading a texture.\n");
exit(-1);
}
+ glPixelTransferf(GL_RED_SCALE, 1.0);
+ glPixelTransferf(GL_RED_BIAS, 0.0);
+ glPixelTransferf(GL_GREEN_SCALE, 1.0);
+ glPixelTransferf(GL_GREEN_BIAS, 0.0);
+ glPixelTransferf(GL_BLUE_SCALE, 1.0);
+ glPixelTransferf(GL_BLUE_BIAS, 0.0);
+
+
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
static void initlight(void)
{
- float lamb[4]={0.2,0.2,0.2,1.0};
- float lspec[4]={1.0,1.0,1.0,1.0};
+ float matamb[4] ={0.5, 0.5, 0.5, 1.0};
+ float matdiff[4]={0.9, 0.2, 0.2, 1.0};
+ float matspec[4]={1.0,1.0,1.0,1.0};
+
+ float lamb[4] ={1.5, 1.5, 1.5, 1.0};
+ float ldiff[4]={1.0, 1.0, 1.0, 1.0};
+ float lspec[4]={1.0, 1.0, 1.0, 1.0};
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,70.0);
glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,20.0);
glLightfv(GL_LIGHT0,GL_AMBIENT,lamb);
+ glLightfv(GL_LIGHT0,GL_DIFFUSE,ldiff);
glLightfv(GL_LIGHT0,GL_SPECULAR,lspec);
- glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,20.0);
- glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,lspec);
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 15.0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matdiff);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matspec);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matamb);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lamb);
glEnable(GL_LIGHT0);
}