* @param w New width\r
* @param h New height\r
*/\r
-/*void windowReshape(int w, int h) {\r
+void windowReshape(int w, int h) {\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
- glMatrixMode(GL_PROJECTION);\r
+ /*glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h) \r
- glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+ glFrustum(near, far, near*(GLfloat)h/(GLfloat)w,\r
far*(GLfloat)h/(GLfloat)w, -100, 100);\r
else\r
- glOrtho(near*(GLfloat)w/(GLfloat)h,\r
+ glFrustum(near*(GLfloat)w/(GLfloat)h,\r
far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
-}*/\r
+ glLoadIdentity();*/\r
+}\r
\r
/**\r
* Called when mouse event occurs\r
}\r
}\r
\r
+/**\r
+ * Keybord event handler\r
+ * w/s increase/decrease the z\r
+ * a/d increase/decrease the x\r
+ * q/e increase/decrease the y\r
+ * z/x increase/decrease the angle\r
+ * @param key Key pressed\r
+ * @param x x co-ordinate of mouse\r
+ * @param y y co-ordinate of mouse\r
+ */\r
+void keyboard(unsigned char key, int x, int y) {\r
+ switch(key) {\r
+ case 'w':\r
+ camz = camz - 1;\r
+ break;\r
+ case 'a':\r
+ camx = camx - 1;\r
+ break;\r
+ case 's':\r
+ camz = camz + 1;\r
+ break;\r
+ case 'd':\r
+ camx = camx + 1;\r
+ break;\r
+ case 'q':\r
+ camy = camy + 1;\r
+ break;\r
+ case 'e':\r
+ camy = camy - 1;\r
+ break;\r
+ case 'z':\r
+ rot = rot + 1;\r
+ break;\r
+ case 'x':\r
+ rot = rot - 1;\r
+ break;\r
+ }\r
+ printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, rot);\r
+ glutPostRedisplay();\r
+}\r
+\r
/**\r
* Called when motion event occurs\r
* @param x Mouse x position\r
void display() {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
- gluLookAt(\r
- 0.0, 0.0, 10.0, /* eye is at (x,y,z) */\r
- 0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
- 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
- );\r
-\r
+ //gluLookAt(\r
+ // 0.0, 0.0, 30.0, /* eye is at (x,y,z) */\r
+ // 0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
+ // 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ // );\r
\r
+ glTranslatef(camx, camy, camz);\r
+ \r
// **NOTE: Currently this rotation function is all that moves the camera off\r
// the flat surface. Need to integrate function into gluLookAt\r
- glRotatef(20, 1.0, 0.0, 0.0);\r
+ glRotatef(rot, 1.0, 0.0, 0.0);\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
\r
/* Perform scene rotations based on user mouse input. */\r
glRotatef(angle, 0.0, 1.0, 0.0);\r
- //glRotatef(angle2, 1.0, 0.0, 0.0); **NOTE: Only one degree of freedom\r
+ glRotatef(angle2, 1.0, 0.0, 0.0); //**NOTE: Only one degree of freedom\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
\r
// Draw teapot for a test object\r
glPushMatrix();\r
- glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface\r
- glColor3f(0.5, 0.5, 0.5);\r
+ glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface\r
+ glColor3f(0.0, 0.0, 0.0);\r
glutSolidTeapot(1);\r
glPopMatrix();\r
\r
// Draw a white ball over the light source\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
- glColor3f(1.0, 1.0, 1.0);\r
+ glColor3f(1.0, 1.0, 0.0);\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
glutSolidSphere(1.0, 50, 50);\r
glEnable(GL_LIGHTING);\r
* init function; sets initial OpenGL state\r
*/\r
void init() {\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
-\r
- gluPerspective(\r
- 60.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- nearClip, /* Z near */\r
- farClip /* Z far */\r
- );\r
+ //glMatrixMode(GL_PROJECTION);\r
+ //glLoadIdentity();\r
+\r
+ //gluPerspective(\r
+ // 60.0, /* field of view in degree */\r
+ // 1.0, /* aspect ratio */\r
+ // nearClip, /* Z near */\r
+ // farClip /* Z far */\r
+ // );\r
\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
\r
+ // **NOTE: Needs tidy\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
+ GLfloat direction0[] = {0.0, 0.0, 0.0};\r
+ glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
+ glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0);\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
+\r
+ GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};\r
+ GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};\r
+ GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};\r
+ GLfloat shine = 100.0;\r
+ glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
+ glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
+ glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
+\r
+ GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};\r
+ glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
+\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHTING);\r
- glEnable(GL_COLOR_MATERIAL);\r
- glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
- glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
- glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
+ //glEnable(GL_COLOR_MATERIAL);\r
+ //glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
+ //glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
+ //glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
\r
\r
\r
glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
glClearDepth(1.0f); // Depth Buffer Setup\r
+ glDepthRange(0,1);\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_CULL_FACE);\r
glEnable(GL_TEXTURE_2D);\r
+ glEnable(GL_BLEND);\r
glLineWidth(1.0);\r
\r
+ glMatrixMode(GL_PROJECTION);\r
+ gluPerspective(\r
+ 40.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ 1.0, /* Z near */\r
+ 100.0 /* Z far */\r
+ );\r
+\r
+ glMatrixMode(GL_MODELVIEW);\r
+ gluLookAt(\r
+ 0.0, 35.0, -20.0, /* eye is at (0,8,60) */\r
+ 0.0, 10.0, 0.0, /* center is at (0,8,0) */\r
+ 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ );\r
+\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
- //glutReshapeFunc(windowReshape);\r
+ glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
glutMouseFunc(mouse);\r
+ glutKeyboardFunc(keyboard);\r
glutMotionFunc(motion);\r
\r
makeMenu();\r