X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=globals.c;h=0137a2d332a8141e711e1cc39bcec3ad33ecb99d;hp=ded55aa52891754c38036dd7fb90addf031c60f1;hb=9a2ceeb56586fc687bf72d3a21c6972285ed9d0e;hpb=837ba2cddb236092d3d2bc30982148760b90d2ab diff --git a/globals.c b/globals.c index ded55aa..0137a2d 100644 --- a/globals.c +++ b/globals.c @@ -35,7 +35,34 @@ const char *objectMenuEntries[NMESH] = { }; SceneObject sceneObjs[MAXOBJECTS]; // An array with details of the objects in a scene -int nObjects=0; // How many objects there are in the scene currently. +int nObjects = 0; // How many objects there are in the scene currently. +int curObject = -1; // The scene object that is currently selected, (-1 is no object) +int buttonSelected = -1; // Either GLUT_LEFT_BUTTON, GLUT_MIDDLE_BUTTON or -1 (no button) +int manipulateState = STATE_CAMERA_ROTATE_MOVE; // See manipulateStates enum + +/* Light object arrays and default values */ +LightObject lightObjs[LIGHTS]; + +GLfloat defaultPosition[] = {0.0, 0.0, 0.0, 0.0}; + +GLfloat defaultAmbient[] = {0.8, 0.8, 0.8, 1.0}; +GLfloat defaultDiffuse[] = {0.8, 0.8, 0.8, 1.0}; +GLfloat defaultSpecular[] = {0.8, 0.8, 0.8, 1.0}; +GLfloat defaultDirection[] = {0.0, 0.0, 0.0}; + +GLfloat defaultCutoff = 180; +GLfloat defaultExponent = 1; + +/* Material types */ +GLfloat materialAmbient[] = {0.2, 0.2, 0.2, 1.0}; +GLfloat materialDiffuse[] = {1.0, 0.8, 0.0, 1.0}; +GLfloat materialSpecular[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat materialShine = 100.0; + +/* Light parameters */ +GLfloat lightGlobalModel[] = {0.2,0.2,0.2,1}; +GLfloat lightGlobalEmission[] = {0.0, 0.3, 0.3, 1.0}; +GLfloat lightBallSize = 0.2; // Directories containing models char *dirDefault1 = "models-textures"; @@ -43,10 +70,7 @@ char *dirDefault2 = "/cslinux/examples/CITS2231/project-files/models-textures"; char dataDir[200]; // Stores the directory name for the meshes and textures. -int moving, startx, starty; - -/* Recursion level for floor drawing */ -int drawFloorRecurse = 8; +int startx, starty; /* Size of floor, from -n to n, floorSize must be divisible by squareSize */ int floorSize = 200; @@ -59,42 +83,15 @@ GLfloat factor = 1.0; /* Length of axis lines */ GLfloat lineLength = 10; -/* Light 0 parameters */ -GLfloat diffuse0[]={1.0, 1.0, 1.0, 0.1}; -GLfloat ambient0[]={1.0, 1.0, 1.0, 0.1}; -GLfloat specular0[]={1.0, 1.0, 1.0, 0.1}; -GLfloat direction0[] = {0.0, 0.0, 0.0}; - -GLfloat lightPosition0[4]; - -float lightAngle0 = 0.0, lightHeight0 = 5; -int lightMoving0 = 0, lightStartX0, lightStartY0; - -/* Light 1 parameters */ -GLfloat diffuse1[]={1.0, 1.0, 1.0, 0.1}; -GLfloat ambient1[]={1.0, 1.0, 1.0, 0.1}; -GLfloat specular1[]={1.0, 1.0, 1.0, 0.1}; -GLfloat direction1[] = {0.0, 0.0, 0.0}; - -GLfloat lightPosition1[4]; - -float lightAngle1 = 360.0, lightHeight1 = 5; -int lightMoving1 = 0, lightStartX1, lightStartY1; - -/* Material types */ -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; -GLfloat glightmodel[] = {0.2,0.2,0.2,1}; -GLfloat emission[] = {0.0, 0.3, 0.3, 1.0}; - /* Zoom and rotate tracking */ -GLfloat zoom = 0.0, rotate = 0.0; -GLfloat zoomFactor = 0.2, rotateFactor = 0.5; +GLfloat zoom = 0.1, rotate = 0.1, camAngle = 40.0; +GLfloat zoomFactor = 0.2, camRotateFactor = 0.5, camAngleFactor = 0.5; +GLfloat leftrightFactor = 0.05, nearfarFactor = 0.1, bigsmallFactor = 0.6; +GLfloat updownFactor = 0.03, rotateFactor = 0.8, texscaleFactor = 0.2; +GLfloat lleftrightFactor = 0.05, lnearfarFactor = 0.1; /* Beginning width, height */ -int width = 500, height = 500; +int width = 700, height = 700; /* Texture state tracking */ int currentGroundTexture = 0, currentMeshTexture = 0; \ No newline at end of file