glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h) \r
glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h) \r
glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
- far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
- glMatrixMode(GL_MODELVIEW); \r
+ far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
+ glMatrixMode(GL_MODELVIEW);\r
+void keyboard(unsigned char key, int x1, int y1) {\r
+ switch(key) {\r
+ case 'w':\r
+ z = z - 1;\r
+ break;\r
+ case 'a':\r
+ x = x - 1;\r
+ break;\r
+ case 's':\r
+ z = z + 1;\r
+ break;\r
+ case 'd':\r
+ x = x + 1;\r
+ break;\r
+ case 'q':\r
+ y = y + 1;\r
+ break;\r
+ case 'e':\r
+ y = y - 1;\r
+ break;\r
+ }\r
+ printf("Camera is now at (%f, %f, %f)\n", x, y, z);\r
+}\r
+\r
- 0.0, 0.0, 10.0, /* eye is at (x,y,z) */\r
+ x, y, z, /* 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
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
// **NOTE: Currently this rotation function is all that moves the camera off\r
// the flat surface. Need to integrate function into gluLookAt\r
glRotatef(30.0, 1.0, 0.0, 0.0);\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(30.0, 1.0, 0.0, 0.0);\r
60.0, /* field of view in degree */\r
1.0, /* aspect ratio */\r
60.0, /* field of view in degree */\r
1.0, /* aspect ratio */\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_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r