glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
ifstream myFile("Coordinates.txt");
if (!myFile.is_open())
{
cout << "Unable to open file";
exit(1); // terminate with error
}
// Light values and coordinates
float ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f };
float diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f };
float specular[] = { 1.0f, 1.0f, 1.0f, 1.0f};
float lightPos[] = { 0.0f, -150.0f, -150.0f, 1.0f };
glEnable(GL_CULL_FACE); // Do not calculate inside of jet
glFrontFace(GL_CCW); // Co unter clock-wise polygons face
// Enable lighting
glEnable(GL_LIGHTING);
// Setup and enable light 0
glLightfv(GL_LIGHT0,GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
glLightfv(GL_LIGHT0,GL_SPECULAR,specular);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
// Light values and coordinates
float specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };
// Enable color tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// All materials hereafter have full specular reflectivity
// with a high shine
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,specref);
glMateriali(GL_FRONT_AND_BACK,GL_SHININESS,128);
while (! myFile.eof())
{
glPushMatrix();
myFile>>plot[0];
myFile>>plot[1];
myFile>>plot[2];
myFile>>plot[3]; //this data will not be used
glColor3f(0.60f/1.5,0.80f/1.5,0.90f/1.5);
glTranslatef((plot[0]-1.15)*26, (plot[2]-0.51)*45, (plot[1]-1)*30);
glutSolidSphere(2, 12, 12);
glLoadIdentity();
glPopMatrix();
axes += 0.00005f;
}
glRotatef(axes, 0.0f, 1.0f, 0.0f);
myFile.close();
glFlush();
glutSwapBuffers();
This is my 1st time playing with lighting.
My problem is that after i place all the light effect code from a tutorial the objects seem only exist in one plane which is the xy-plane thought my data have coordinated in all xyz and the reflection seems a bit off..
can anyone tell me why and how to fix it?