X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=e58ec7ef29622ca42e941d6db0c845ecfcac3500;hp=c2cc3814d77d7ac81c965331706ac49a8a11f821;hb=4971264ae0b432e2622ec59a392c6f757a8323ff;hpb=3c57c05dfa72533bdca640fabc82a6b34b9a26a9 diff --git a/scene.c b/scene.c index c2cc381..e58ec7e 100644 --- a/scene.c +++ b/scene.c @@ -182,19 +182,18 @@ void makeMenu() { * @param w New width * @param h New height */ -/*void windowReshape(int w, int h) { +void windowReshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); - if (w <= h) - glOrtho(near, far, near*(GLfloat)h/(GLfloat)w, - far*(GLfloat)h/(GLfloat)w, -100, 100); + if (w <= h) + glFrustum(-near, far, -near*(GLfloat) h / (GLfloat) w, + far*(GLfloat) h / (GLfloat) w, nearClip, farClip); else - glOrtho(near*(GLfloat)w/(GLfloat)h, - far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); -}*/ + glFrustum(-near*(GLfloat) w / (GLfloat) h, + far*(GLfloat) w / (GLfloat) h, near, far, nearClip, farClip); + glMatrixMode(GL_MODELVIEW); +} /** * Called when mouse event occurs @@ -231,6 +230,7 @@ void mouse(int button, int state, int x, int y) { * w/s increase/decrease the z * a/d increase/decrease the x * q/e increase/decrease the y + * z/x increase/decrease the angle * @param key Key pressed * @param x x co-ordinate of mouse * @param y y co-ordinate of mouse @@ -293,18 +293,14 @@ void motion(int x, int y) { */ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - gluLookAt( - 100.0, 100.0, 100.0, /* eye is at (x,y,z) */ - 0.0, 0.0, 0.0, /* center is at (x,y,z) */ - 0.0, 1.0, 0.0 /* up is in postivie Y direction */ - ); - - glTranslatef(camx, camy, camz); - - // **NOTE: Currently this rotation function is all that moves the camera off - // the flat surface. Need to integrate function into gluLookAt - glRotatef(rot, 1.0, 0.0, 0.0); + + //gluLookAt( + // -30.0, -30.0, -30.0, /* eye is at (x,y,z) */ + /// 0.0, 0.0, 0.0, /* center is at (x,y,z) */ + // 0.0, 1.0, 0.0 /* up is in postivie Y direction */ + // ); /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); @@ -314,9 +310,11 @@ void display() { glPushMatrix(); - /* Perform scene rotations based on user mouse input. */ + /* Perform scene rotations based on user mouse/keyboard input. */ glRotatef(angle, 0.0, 1.0, 0.0); - glRotatef(angle2, 1.0, 0.0, 0.0); //**NOTE: Only one degree of freedom + glRotatef(angle2, 1.0, 0.0, 0.0); + glTranslatef(camx, camy, camz); + glRotatef(rot, 1.0, 0.0, 0.0); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); @@ -326,15 +324,15 @@ void display() { // Draw teapot for a test object glPushMatrix(); - glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface - glColor3f(0.5, 0.5, 0.5); - glutSolidTeapot(100); + glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot currently does not rest on surface + glColor3f(0.0, 0.0, 0.0); + glutSolidTeapot(1); glPopMatrix(); // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); - glColor3f(1.0, 1.0, 1.0); + glColor3f(1.0, 1.0, 0.0); glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); glutSolidSphere(1.0, 50, 50); glEnable(GL_LIGHTING); @@ -349,33 +347,24 @@ void display() { * init function; sets initial OpenGL state */ void init() { - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - - gluPerspective( - 60.0, /* field of view in degree */ - 1.0, /* aspect ratio */ - nearClip, /* Z near */ - farClip /* Z far */ - ); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glLightfv(GL_LIGHT0, GL_POSITION, light0_pos); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); glLightfv(GL_LIGHT0, GL_SPECULAR, specular0); + glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); + + glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); - glEnable(GL_LIGHT0); - glEnable(GL_LIGHTING); - glEnable(GL_COLOR_MATERIAL); - glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); - glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0); - glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0); - + glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); + glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); + glMaterialfv(GL_FRONT, GL_SPECULAR, specular); + glMaterialfv(GL_FRONT, GL_EMISSION, emission0); + glMaterialf(GL_FRONT, GL_SHININESS, shine); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHTING); } /** @@ -406,6 +395,7 @@ int main(int argc, char **argv) { glShadeModel(GL_SMOOTH); // Enables Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup + glDepthRange(0,1); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // the type glEnable(GL_CULL_FACE); @@ -414,7 +404,7 @@ int main(int argc, char **argv) { glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); - //glutReshapeFunc(windowReshape); + glutReshapeFunc(windowReshape); glutDisplayFunc(display); glutMouseFunc(mouse); glutKeyboardFunc(keyboard); @@ -425,4 +415,4 @@ int main(int argc, char **argv) { init(); glutMainLoop(); -} +} \ No newline at end of file