#include <math.h>\r
#include <GL/gl.h>\r
#include <GL/glut.h>\r
+#include <time.h>\r
\r
#include "bitmap.h"\r
\r
\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
* @param h New height\r
*/\r
void windowReshape(int w, int h) {\r
- GLdouble near = -10.0;\r
- GLdouble far = 10.0;\r
+ GLdouble near = -1000.0;\r
+ GLdouble far = 1000.0;\r
\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
*/\r
/*void mouse(int btn, int state, int x, int y) {\r
\r
-}*/\r
+}*//*\r
static void\r
mouse(int button, int state, int x, int y)\r
{\r
lightStartY = y;\r
glutPostRedisplay();\r
}\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(1);\r
+ glutPostRedisplay();\r
}\r
\r
\r
+int drawFloorRecurse = 5;\r
+\r
+void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) {\r
+\r
+ if ( drawFloorRecurse != recurseLevel ) {\r
+ float xm = (x1 + x2) / 2.0;\r
+ float ym = (y1 + y2) / 2.0;\r
+ int rnew = recurseLevel + 1;\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
+ } else {\r
+ glBegin(GL_QUADS);\r
+ glVertex3f(x1, 0.0, y1);\r
+ glVertex3f(x1, 0.0, y2);\r
+ glVertex3f(x2, 0.0, y2);\r
+ glVertex3f(x2, 0.0, y1);\r
+ glEnd();\r
+ }\r
+\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, -1000.0, -1000.0, 1000.0, 1000.0);\r
\r
/*if (useTexture) {\r
glDisable(GL_TEXTURE_2D);\r
}*/\r
\r
- glEnable(GL_LIGHTING);\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
+ 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
glPushMatrix();\r
\r
//glTranslatef(0.0, 0.0, 0.0);\r
- \r
- glutSolidTeapot(30); // Draw teapot for test\r
+ glutWireTeapot(30); // Draw teapot for test\r
glPopMatrix();\r
\r
glPushMatrix();\r
glLoadIdentity();\r
\r
gluPerspective(\r
- 60.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */ \r
- 0.0, /* Z near */\r
- 900.0 /* Z far */\r
+ 60.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ -1000.0, /* Z near */\r
+ 1000.0 /* Z far */\r
); \r
\r
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_CULL_FACE);\r
glEnable(GL_TEXTURE_2D);\r
- glLineWidth(3.0);\r
+ glLineWidth(1.0);\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
- glutMouseFunc(mouse);\r
- glutMotionFunc(motion);\r
+ //glutMouseFunc(mouse);\r
+ //glutMotionFunc(motion);\r
+ glutIdleFunc(idle);\r
\r
makeMenu();\r
\r