\r
/* Time varying or user-controled variables. */\r
static float jump = 0.0;\r
-static float lightAngle = 0.0, lightHeight = 20;\r
+static float lightAngle = 0.0, lightHeight = 40;\r
GLfloat angle = -150; /* in degrees */\r
GLfloat angle2 = 30; /* in degrees */\r
\r
\r
void idle() {\r
angle = (int)(angle + 10) % 360;\r
- //angle2 = (int)(angle2 + 10) % 360;\r
- printf("Angle 1: %f, Angle 2: %f\n", angle, angle2);\r
- sleep(25);\r
- glutPostRedisplay();\r
-}\r
-\r
-/**\r
- * Draw a floor.\r
- */\r
-void drawFloor() {\r
- glDisable(GL_LIGHTING);\r
-\r
- //if (useTexture) {\r
- // glEnable(GL_TEXTURE_2D);\r
- //}\r
-\r
- /*glBegin(GL_QUADS);\r
- glTexCoord2f(0.0, 0.0);\r
- glVertex3fv(floorVertices[0]);\r
- glTexCoord2f(0.0, 16.0);\r
- glVertex3fv(floorVertices[1]);\r
- glTexCoord2f(16.0, 16.0);\r
- glVertex3fv(floorVertices[2]);\r
- glTexCoord2f(16.0, 0.0);\r
- glVertex3fv(floorVertices[3]);\r
- glEnd();*/\r
-\r
-drawSquare(0, -1000, -1000, 1000, 1000);\r
-\r
- /*if (useTexture) {\r
- glDisable(GL_TEXTURE_2D);\r
- }*/\r
-\r
- glEnable(GL_LIGHTING);\r
+ //angle2 = (int)(angle2 + 10) % 360;\r
+ printf("Angle 1: %f, Angle 2: %f\n", angle, angle2);\r
+ sleep(1);\r
+ glutPostRedisplay();\r
}\r
\r
-int drawFloorRecurse = 2;\r
-/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
- drawSquare(0, x1, y1, x2, y2);\r
-}*/\r
\r
-void drawSquare(int recurseLevel, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
+int drawFloorRecurse = 5;\r
\r
- \r
+void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) {\r
\r
if ( drawFloorRecurse != recurseLevel ) {\r
- printf("Drawing (%.10f, %.10f) -> (%.10f, %.10f)\n", x1, y2, x2, y2);\r
- GLfloat xm = (x1 + x2) / 2.0;\r
- GLfloat ym = (y1 + y2) / 2.0;\r
+ float xm = (x1 + x2) / 2.0;\r
+ float ym = (y1 + y2) / 2.0;\r
int rnew = recurseLevel + 1;\r
- printf("Recursing to level %d\n", rnew);\r
\r
// Split into four sub-quads\r
drawSquare(rnew, x1, y1, xm, ym);\r
drawSquare(rnew, x1, ym, xm, y2);\r
drawSquare(rnew, xm, ym, x2, y2);\r
drawSquare(rnew, xm, y1, x2, ym);\r
- \r
+\r
} else {\r
- printf("Drawing (%.10f, %.10f) -> (%.10f, %.10f)\n", x1, y2, x2, y2);\r
glBegin(GL_QUADS);\r
glVertex3f(x1, 0.0, y1);\r
glVertex3f(x1, 0.0, y2);\r
\r
}\r
\r
+/**\r
+ * Draw a floor.\r
+ */\r
+void drawFloor() {\r
+ \r
+drawSquare(0, -1000.0, -1000.0, 1000.0, 1000.0);\r
+\r
+ /*if (useTexture) {\r
+ glDisable(GL_TEXTURE_2D);\r
+ }*/\r
+\r
+}\r
+\r
+/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
+ drawSquare(0, x1, y1, x2, y2);\r
+}*/\r
+\r
/**\r
* Display function\r
*/\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
gluLookAt(\r
- 0.0, 0.0, 60.0, /* eye is at (x,y,z) */\r
+ 0.0, 0.0, 80.0, /* 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
+ glRotatef(30.0, 1.0, 0.0, 0.0);\r
+\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
lightPosition[1] = lightHeight;\r
\r
glPushMatrix();\r
/* Perform scene rotations based on user mouse input. */\r
- glRotatef(angle2, 1.0, 0.0, 0.0);\r
+ \r
glRotatef(angle, 0.0, 1.0, 0.0);\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r