-// compile this program using:\r
-// gcc -O3 -Wall -std=c99 -o scene scene.c bitmap.c -lglut\r
-// Or, with cygwin: (-mno-cygwin is only so the executable runs from windows)\r
-// gcc -mno-cygwin -O3 -Wall -std=c99 -o scene scene.c bitmap.c -lglut32 -lglu32 -lopengl32\r
-// Or, use make via the supplied Makefile: (For cygwin, install the package for make)\r
-// make\r
+/**\r
+ * CITS2231 Graphics Scene Editor\r
+ * @author Ashley Tyndall (20915779)\r
+ */\r
\r
#include <stdlib.h>\r
#include <stdio.h>\r
glutAttachMenu(GLUT_RIGHT_BUTTON);\r
}\r
\r
+/**\r
+ * Called when window is resized\r
+ * @param w New width\r
+ * @param h New height\r
+ */\r
+void windowReshape(int w, int h) {\r
+ GLdouble near = -10.0;\r
+ GLdouble far = 10.0;\r
+\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)h/(GLfloat)w, near, far);\r
+ else\r
+ glOrtho(near*(GLfloat)w/(GLfloat)h,\r
+ far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
+ glMatrixMode(GL_MODELVIEW); \r
+ glLoadIdentity();\r
+}\r
+\r
+/**\r
+ * Called when mouse event occurs\r
+ * @param btn Mouse button\r
+ * @param state State of mouse button\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
+ \r
+}\r
+\r
/**\r
* Display function\r
*/\r
void display() {\r
- // You probably want to change both of the following.\r
- glClear(GL_COLOR_BUFFER_BIT);\r
- glFlush();\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ glLoadIdentity();\r
+\r
+ glTranslatef( 0.0f, 0.0f, 0.0f);\r
+ glBegin(GL_QUADS);\r
+ glVertex3f( 0.0f, 1.0f, -1.0f);\r
+ glVertex3f( 0.0f, 1.0f, 1.0f);\r
+ glVertex3f( 0.0f, -1.0f, 1.0f);\r
+ glVertex3f( 0.0f, -1.0f, -1.0f);\r
+ glEnd();\r
+\r
+\r
+ glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0\r
+ glutSolidTeapot(1);\r
+\r
+ gluLookAt(1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f);\r
+\r
+ glutSwapBuffers();\r
}\r
\r
/**\r
for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
\r
- // The following is enough to run the program, but you'll\r
- // need to change it significantly.\r
-\r
glutInit(&argc, argv);\r
+\r
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
+ glutInitWindowSize(500, 500);\r
glutCreateWindow("Scene Editor");\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
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
+ glDepthFunc(GL_LEQUAL); // the type\r
+\r
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
+\r
+ glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
+ glutMouseFunc(mouse);\r
\r
makeMenu();\r
+\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+ gluPerspective( 60, 1, 0.1, 1000.0);\r
+ glMatrixMode(GL_MODELVIEW);\r
+\r
glutMainLoop();\r
}\r