glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
Mesh::use_custom_sdr_attr = false;
gear3->gen_mesh();
machine->add_gear(gear3);
+ Gear *subgear = new Gear;
+ subgear->set_teeth(10, pitch);
+ subgear->pos = Vec3(0, 0, (gear2->thickness + subgear->thickness) / 2 + 1);
+ subgear->gen_mesh();
+ gear2->attach(subgear);
+ machine->add_gear(subgear);
+
machine->add_motor(0, 1.0);
start_time = glutGet(GLUT_ELAPSED_TIME);
hover_gear = pick_gear(prev_mx, prev_my);
}
+static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
+{
+ unsigned int lt = GL_LIGHT0 + idx;
+ float posv[] = { pos.x, pos.y, pos.z, 1 };
+ float colv[] = { color.x, color.y, color.z, 1 };
+
+ glEnable(lt);
+ glLightfv(lt, GL_POSITION, posv);
+ glLightfv(lt, GL_DIFFUSE, colv);
+ glLightfv(lt, GL_SPECULAR, colv);
+}
+
static void display()
{
unsigned int msec = glutGet(GLUT_ELAPSED_TIME) - start_time;
glRotatef(cam_phi, 1, 0, 0);
glRotatef(cam_theta, 0, 1, 0);
+ set_light(0, Vec3(-50, 75, 100), Vec3(1.0, 0.8, 0.7) * 0.8);
+ set_light(1, Vec3(100, 0, 30), Vec3(0.6, 0.7, 1.0) * 0.6);
+ set_light(2, Vec3(-10, -10, 60), Vec3(0.8, 1.0, 0.8) * 0.3);
+
update(dt);
draw_gears();