#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
static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light\r
static GLfloat lightPosition[4];\r
-static float lightAngle = 10.0, lightHeight = 20;\r
+\r
+int moving, startx, starty;\r
+int lightMoving = 0, lightStartX, lightStartY;\r
+\r
+/* Time varying or user-controled variables. */\r
+static float jump = 0.0;\r
+static float lightAngle = 0.0, lightHeight = 20;\r
+GLfloat angle = -150; /* in degrees */\r
+GLfloat angle2 = 30; /* in degrees */\r
\r
/**\r
* Prints out error message when file cannot be read\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
* @param x Mouse x position\r
* @param y Mouse y position\r
*/\r
-void mouse(int btn, int state, int x, int y) {\r
+/*void mouse(int btn, int state, int x, int y) {\r
\r
+}*//*\r
+static void\r
+mouse(int button, int state, int x, int y)\r
+{\r
+ if (button == GLUT_LEFT_BUTTON) {\r
+ if (state == GLUT_DOWN) {\r
+ moving = 1;\r
+ startx = x;\r
+ starty = y;\r
+ }\r
+ if (state == GLUT_UP) {\r
+ moving = 0;\r
+ }\r
+ }\r
+ if (button == GLUT_MIDDLE_BUTTON) {\r
+ if (state == GLUT_DOWN) {\r
+ lightMoving = 1;\r
+ lightStartX = x;\r
+ lightStartY = y;\r
+ }\r
+ if (state == GLUT_UP) {\r
+ lightMoving = 0;\r
+ }\r
+ }\r
+}\r
+\r
+static void\r
+motion(int x, int y)\r
+{\r
+ if (moving) {\r
+ angle = angle + (x - startx);\r
+ angle2 = angle2 + (y - starty);\r
+ startx = x;\r
+ starty = y;\r
+ glutPostRedisplay();\r
+ }\r
+ if (lightMoving) {\r
+ lightAngle += (x - lightStartX)/40.0;\r
+ lightHeight += (lightStartY - y)/20.0;\r
+ lightStartX = x;\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
void display() {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
- gluLookAt(\r
- 90.0, 0.0, 60.0, /* eye is at (0,8,60) */\r
- 0.0, 0.0, 0.0, /* center is at (0,0,0) */\r
- 0.0, 1.0, 0.0 /* up is in postivie Y direction */\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
+ glRotatef(30.0, 1.0, 0.0, 0.0);\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
lightPosition[3] = 0.0;\r
\r
glPushMatrix();\r
+ /* Perform scene rotations based on user mouse input. */\r
+ \r
+ glRotatef(angle, 0.0, 1.0, 0.0);\r
+\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
glEnable(GL_BLEND);\r
glDisable(GL_BLEND);\r
\r
glPushMatrix();\r
- glLoadIdentity();\r
- glColor3f(1.0, 0.0, 1.0);\r
- glTranslatef(0.0, 0.0, -1.0);\r
-\r
- glutSolidTeapot(1); // Draw teapot for test\r
+ \r
+ //glTranslatef(0.0, 0.0, 0.0);\r
+ glutWireTeapot(30); // Draw teapot for test\r
glPopMatrix();\r
\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
- glLoadIdentity();\r
glColor3f(1.0, 1.0, 1.0);\r
\r
/* Draw a yellow ball at the light source. */\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
- 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
glEnable(GL_LIGHTING);\r
\r
glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
}\r
\r
/**\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
+ //glutMouseFunc(mouse);\r
+ //glutMotionFunc(motion);\r
+ glutIdleFunc(idle);\r
\r
makeMenu();\r
\r