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myinit.cpp
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#ifndef MYINIT
#define MYINIT
#include "prototypes.h"
GLfloat global_ambient[4];
GLfloat material_diffuse[4];
GLfloat material_ambient[4];
GLfloat material_emission[4];
GLfloat material_specular[4];
GLfloat light_0_position[4];
GLfloat light_0_ambient[4];
GLfloat light_0_diffuse[4];
GLfloat light_0_specular[4];
GLfloat light_0_spot_direction[3];
GLfloat light_0_spot_cutoff;
GLfloat light_0_spot_exponent;
GLfloat light_0_gl_constant_attenuation;
GLfloat light_0_gl_linear_attenuation;
GLfloat light_0_gl_quadratic_attenuation;
GLfloat light_1_position[4];
GLfloat light_1_ambient[4];
GLfloat light_1_diffuse[4];
GLfloat light_1_specular[4];
GLfloat light_1_spot_direction[3];
GLfloat light_1_spot_cutoff;
GLfloat light_1_spot_exponent;
GLfloat light_1_gl_constant_attenuation;
GLfloat light_1_gl_linear_attenuation;
GLfloat light_1_gl_quadratic_attenuation;
GLfloat light_2_position[4];
GLfloat light_2_ambient[4];
GLfloat light_2_diffuse[4];
GLfloat light_2_specular[4];
GLfloat light_2_spot_direction[3];
GLfloat light_2_spot_cutoff;
GLfloat light_2_spot_exponent;
GLfloat light_2_gl_constant_attenuation;
GLfloat light_2_gl_linear_attenuation;
GLfloat light_2_gl_quadratic_attenuation;
void myinit( void )
{
glClearColor(0.0,0.0,0.0,0.0);
glLoadIdentity();
glClear (GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
gluPerspective( 45.0,
/* aspect ratio */ 1.0,
/* Z near */ 0.1, /* Z far */ 5000.0);
glMatrixMode(GL_MODELVIEW);
gluLookAt(0.0, 0.0, 25.0, /* eye is at (0,0,5) */
0.0, 0.0, 0.0, // center is at (0,0,0)
0.0, 1.0, 0.); /* up is in positive Y direction */
bell = gluNewQuadric();
gluQuadricTexture( bell, GL_TRUE);
loadTextures();
/* set up initial values */
// theta = 0;
// R = 1;
// g = 1;
// b = 0;
// A = 0;
// k = 0;
initialize();
// global ambient settings
global_ambient = { 0.5f, 0.5f, 0.5f, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);
glShadeModel(GL_SMOOTH);
// material properties
material_ambient = { 0.5, 0.5, 0.5, 1.0 };
material_diffuse = { 0.2, 0.2, 0.2, 1.0 };
material_specular = { 0.2, 0.2, 0.2, 1.0 };
material_emission = { 0.2, 0.2, 0.2, 1.0 };
glMaterialfv(GL_FRONT, GL_DIFFUSE, material_diffuse);
glMaterialfv(GL_FRONT, GL_AMBIENT, material_ambient);
glMaterialfv(GL_FRONT, GL_EMISSION, material_emission);
glMaterialfv(GL_FRONT, GL_SPECULAR, material_specular);
// white light to fill room
light_0_position = { -100.0, 40.0, -100.0, 1.0 };
light_0_ambient = { 0.8, 0.8, 0.8, 1.0 };
light_0_diffuse = { 0.8, 0.8, 0.8, 1.0 };
light_0_specular = { 1.0, 0.0, 0.0, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_0_position);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_0_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_0_specular);
// blue light filling room
light_1_position = { 5.0, 10.0, 5.0, 1.0 };
light_1_ambient = { 0.0, 0.0, 1.0, 1.0 };
light_1_diffuse = { 0.0, 0.0, 1.0, 1.0 };
light_1_specular = { 0.0, 0.0, 1.0, 1.0 };
glLightfv(GL_LIGHT1, GL_POSITION, light_1_position);
glLightfv(GL_LIGHT1, GL_AMBIENT, light_1_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_1_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_1_specular);
// spotlight on crib
light_2_position = { 7.5, 25.0, 15.0, 1.0 };
light_2_ambient = { 1.0, 0.0, 0.0, 1.0 };
light_2_diffuse = { 1.0, 0.0, 0.0, 1.0 };
light_2_specular = { 1.0, 0.0, 0.0, 1.0 };
light_2_spot_direction = { 0.0, -1.0, 0.0 };
light_2_spot_cutoff = 10.0;
light_2_spot_exponent = 64;
light_2_gl_linear_attenuation = 0.0;
glLightfv(GL_LIGHT2, GL_POSITION, light_2_position);
glLightfv(GL_LIGHT2, GL_AMBIENT, light_2_ambient);
glLightfv(GL_LIGHT2, GL_DIFFUSE, light_2_diffuse);
glLightfv(GL_LIGHT2, GL_SPECULAR, light_2_specular);
glLightfv(GL_LIGHT2, GL_SPOT_DIRECTION, light_2_spot_direction);
glLightfv(GL_LIGHT2, GL_SPOT_CUTOFF, &light_2_spot_cutoff);
glLightfv(GL_LIGHT2, GL_SPOT_EXPONENT, &light_2_spot_exponent);
glLightfv(GL_LIGHT2, GL_LINEAR_ATTENUATION, &light_2_gl_linear_attenuation);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0); //white ambient
glEnable(GL_LIGHT1); //blue diffuse
glEnable(GL_LIGHT2); //spotlight
}
void initialize(void) {
cout << "Please enter the initial values for this simulation.\n\n";
cout << "Initial angle (degrees): ";
cin >> theta;
theta *= (M_PI/180);
cout << "Pendulum length: ";
cin >> R;
cout << "Gravitational constant: ";
cin >> g;
cout << "Damping constant: ";
cin >> b;
cout << "Amplitude of the impulse: ";
cin >> A;
cout << "Frequency of the impulse: ";
cin >> k;
}
void phaseinit(void) {
glClearColor(1.0,1.0,1.0,0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
}
#endif